Fire Emblem Three Houses: Azure MoonFinished. Sheesh Three Houses is a long game. I really wish that, similar to Bloodstained getting a classic mode, there was some sort of no-monastery and you'll like it option. I know Elf did that low-monastery run, but I found it difficult to avoid the honey trap of Optimized Between Mission gameplay, which helps stretch things out with lots and lots of dining-for-support conversations or the Sauna minigame yet again. Ah well. I did manage to get no less than 3 characters all the way to S+ for the last three missions, which I didn't come remotely close to in my more casual original run of the game, so the game does reward this a bit. (Felix got Bowfaire, Ingrid Lancefaire, and Annette Black Tomefaire.)
Final battle is here:
https://www.youtube.com/watch?v=hY_-H2Wg8WQ Annoyingly enough, it seems that the sound isn't quite sync'd with the video. Wonder if there's an easy way to move the audio track 2 seconds later everywhere or the like? Ah well.
The infamous nastiest-ninja-reinforcement ever in the Azure Moon final did indeed burn some divine pulses, but is also kinda dumb. Like, given how Maddening is balanced, I'm not really sure what they were thinking. Almost nothing (maybe Flayn?) can survive 2x surprise siege tome hits, so it's "DP to staying really far back with only your dodgetank up front." That isn't actually interesting. (Or some sort of Retribution / Sacred Shield combo I guess.)
Anyway, characters / builds… were mostly pretty standard, really.
BylethM: Standard Merc - Assassin - Enlightened One, yawn. It's free and solid. Byleth was the only front-line normal swords user and this doesn't require any fancy training, meaning I didn't feel the need to branch out. And I'm always happy to have more free heals and the ability to fry Armor Knights. Despite his weak magic, got a decent amount of Levin Sword+ work in after Curved Shot Iron Bow fell off and to set up more linked attacks.
Dimitri: Cavalier - Paladin - Great Lord. Yep, nothing special here, except I gave Dimitri the Sacred Galewind Shoes from the DLC for +2 Move, a March Ring for +1 Move, and eventually +1 Move from A+ Riding. Got to skitter around on foot like he was a sprinter. Super Charm meant he landed some key Wave Attacks when getting mobbed by enemies (e.g. Reunion at Dawn, or Fort Merceus when you take out one of the reinforcement sides and foolishly haven't taken out the central units like I did.)
Ingrid: Pegasus Knight - Falcon Knight. I gave her the Knowledge Gem early so she got to Alert Stance+ really fast (C9 or so?). While her damage is tragic, a really good dodgetank that can also eat magic attacks is just essential on the last few maps which love their long-range mages. More than once I was able to send her off on solo missions to distract enemies I didn't want to deal with while the rest of the team mobbed the others, such as on the Enbarr city map where Ingrid could distract a bunch of Flying Demonic Beasts.
Felix: Archer - Sniper. Got MVP a lot, probably was the MVP. Felix qualified for Bow Knight, but I never ended up using it; Maddening enemies are just too damn fast, meaning that Hunter's Volley was just always better than a regular attack, even with a Brave Bow. I gave Felix a Boots and the Fetters of Dromi for total +2 Move and Canto, allowing the same kind of move forward, kill something, dance back pattern that Bow Knight has, and the Hit / Crit increase combined with picking between Iron Bow+, Silver Bow+, and Killer Bow+ depending on how much damage was required still killed damn near everything.
Annette: Mage - Dark Flier. Got Thrysus and eventually Black Mage Range +1 for super unfair strike from a zillion miles off then fly away shenanigans, great for aggroing enemies. Did some cheesy extra qualifications since DF bases suck so badly, notably Wyvern Rider / Fortress Knight / Warlock. While Annette's stats do not age well, the Weight -3 from training up her Armor was relevant for a nice long time to keep her speed from going completely in the tank. Practically never used Crusher or Dust, although did use Lightning Axe'd Devil Axes before then occasionally.
Ashe: Brigand - Wyvern Rider - Wyvern Lord. Even with Deathblow and Strength+2, Ashe struggles to get OHKOs, barring breaking out a Brave Axe vs. the frail. Thankfully, Seal Defense and Curved Shot / Deadeye make him fantastic for softening enemies up for a Hunter's Volley / Swift Strikes / Brave Axe / whatever, and hey, sometimes there are injured units that can be safely cleaned up by Ashe. The defense break effect was always pretty handy on monsters as well to make it efficient to chew through 'em. Like Annette, the stats let him down, but no unit in Wyvern Lord or Dark Flier is ever gonna be truly bad.
Dedue: Brigand - Wyvern Rider - Wyvern Lord. Yep, worked against the flying bane to get another WL, it wasn't as bad as I feared. Helps salvage Dedue's speed decently, especially in the midgame, even if the trick mostly stops working by endgame. For the most part, I didn't really need/use Brave weapons that much, but timeskip Dedue was definitely the exception: he needed the Brave Axe rather than Killer Axe / Silver Axe Smashes decently often, but his murderous strength made his Brave Axe kill way more stuff than Ashe, of course.
Mercedes: Mage - Bishop - Gremory. She got Caduceus and (very late) Black Magic Range +1, so could also do some ranged chip nonsense herself. Decent mix of a front-line chipper and a back-line healer; the fact she has an actual speed stat was very nice. Losing Bishop's bonus to healing when going Gremory was unfortunate though and was definitely felt in her Physics / Fortifies feeling a bit puny compared to expectations.
Sylvain: Cavalier-Paladin. Killed stuff with Swift Strikes Scythe of Sariel.
Seteth: Cavalier-Paladin. Killed stuff with Swift Strikes Lance of Assal.
Dorothea: Mage-Dancer. Her job was to have a Meteor tome out as often as possible and provide free linked attack bonuses, pretty much.
Marianne: Priest - Trickster - Bishop. She helped take up the slack on healing which allowed Mercie to do more front-line smashing, although she got to swing around a Levin Sword+ occasionally. Did indeed get to Beast Fang some cavaliers in the face on C19 and the like with Blutgang.
I did build Caspar so he could get the turn 1 win on The Face Beneath (didn't seem like something that would make sense to delay), so I guess he was the 13th character? Recruited him as late as possible in C12, ground up Deathblow and Fierce Iron Fist on him in aux battles / as an adjutant, then Mercie Ragnarok (backed by Gilbert as a defensive adjutant to ensure DK didn't horribly overkill her on the counterattack) into Fierce Iron Fist did the trick. But then it was back to adjutant duty for him.