RD Playguide: Endgame 5
The final map! Congratulate yourself for getting this far. It’s time for some final preparations, then some quick tactics and a bit of luck. The longer this battle goes on, the more difficult it will become.
New Units:
Sephiran — Key Stats: none. He’s already level 20 final tier. However, he comes with SS Light, Dark, and Staff rank, so you can pass off one of those to him should you need to. Sephiran » Pelleas due to better caps, if you want someone to use Balberith. The Ashera Staff is already an excellent use for him, though.
Base Prep:
Matrona —> healer. If they aren’t SS rank, either use an Arms Scroll or revert to Fortify. If it’s your second playthrough or beyond, and you met the requirements to recruit Sephiran, this may be unnecessary.
Distribute Nihils and Parities. They eliminate the unfortunate counter effect of Ashera’s Auroras. Nihil works better on units that are high-damage, high speed (Spd >= 36), while Parity works better for units that will struggle to damage the Auroras due to their Cover or Wardwood spaces.
Remove unnecessary battle skills and replace them with utilities, especially ones that heal units (Renewal, Imbue). Exception: whichever units will be hunting down the Spirits instead of attacking Auras, since their battle skills won’t be cancelled by Mantle.
All non-royal laguz get a Laguz Gem (should be three total unless you missed the one in P4-3). For me, that’s Kurth, Nasir, and Reyson, (although Kurth has Formshift now so his is unnecessary).
BEXP PARTY. Dump all of your BEXP into characters. Try to pull up these stats as close to their caps as possible: HP, Str/Mag (whichever the unit attacks with), Spd, Def, Res. Don’t worry as much about Skl and Lck.
Boss Type: Ashera doesn’t fit under a type. Here is what she does on a turn-by-turn basis (bottom of the page).
Map Tips:
You may want to trade one of your weaker units for Nasir for the White Pool buff. If on your second playthrough, you may find that this unit is your healer (to be replaced by Sephiran).
Hunt the Spirits with a few units that will have issues damaging Ashera. If Kurth’s Strike level is still only A, he’ll be one of them (hit is too low to hit consistently).
Chip the Auroras with the units with Nihil and Parity. Parity is great for eliminating terrain bonuses once again. Reyson can refresh these units after their first action to obtain more chip damage. The corner Auroras are on Wardwood, while the other four are on Cover, so use that information to set up formations around them. Other units can finish them off; the final blow has no counter effect.
Try not to attack an Aurora unless you are relatively certain of destroying it completely on that turn. Mantle will heal them by 40 if they are left alive, and Spirits may cast a weak heal spell on them as well.
So long as you have a Fortify/Matrona/Ashera Staff in hand, you can attack with near-abandon with units even if they don’t have Nihil or Parity, to be healed at the end of the turn in order to prevent their death by Ashera’s attacks.
Ashera doesn’t attack Micaiah, but Aurora will still damage her. You can score free damage on Ashera or Sacrifice/use staves with abandon without worrying about her well-being. If she has SS rank staves (attainable through heavy use of Discipline and Arms Scrolls), it may even be preferable to give her the Ashera Staff and let Sephiran use her blessed tome.
Speed is vital. Nasir’s White Pool should be used when/where it can put a unit’s Spd over 36, the threshold for doubling Ashera. High-level Hawks, Wolves, Cats, Ravens, Trueblades, and Seraph Knights often don’t need it (but some may need a damage buff).
After the Auroras are gone, Ashera can be dealt with pretty safely. Laguz royals, White Pool-buffed units, Marksmen, and Nihil/Parity users can get a large amount of damage quickly. Reserve Resyon if you can, to refresh Ike if he fails to defeat her the first time. ** Ashera can be killed the first time you deplete her HP, just make sure Ike lands the final blow. To make this as close to certain as possible, put Nasir beside him and his support nearby (I’m aware that your supports may not boost his accuracy/attack, but it’s still worth doing). Don’t bother watching the battle; your success can be gauged immediately by whether the Yune/Ike cutscene triggers.
And…
YOU FINISHED RADIANT DAWN.
…and so did I. About six weeks after this all began, I’ve reached the end of the game yet again. I tried to catalog all of the important, big picture, easily repeatable moments, preparations, and strategies, and now it’s time to look back and evaluate. Good job? Bad job? What could be done better in future guides?
And more importantly, what comes next? Unfortunately, with this guide exhausted of content, my work-influenced sabbatical is about to hit full-force. I’ll be back as soon as I can, and my ask is still always open!













