Warpskipping in Fire Emblem refers to using the warp staff item to skip large portions of the map and quickly complete the objective for the chapter.  The tactic of warpskipping has a wide range of views from the Fire Emblem community: some see it as a legitimate strategy for beating chapters, others see it as an exploit that cheapens the experience and minimizes the challenge, and others still see it as a useful tool for some of the more difficult or annoying maps.

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Regardless of people's feelings on warpskipping, every Fire Emblem game has at least one chapter in it where warpskipping is a guilt-free affair.

10 "The Berserker" Severely Limits The Player's Options

Hector over the overview of "The Berserker"

From Fire Emblem: The Blazing Blade "The Berserker" is one of the final chapters in the route for one of the main characters named Hector.  The chapter isn't very hard to clear, but the map features jets of poisonous gas that shoot out of the walls between turns that can quickly become a hindrance as much as a help.

In addition, the player is only allowed to have 3 units in the battle, counting the main character who is required.  This means the player won't even be able to use the map to level up weaker units, as they'll need their strongest allies in order to clear the level.  "The Berserker" is a chapter that, while important within the context of the story, doesn't provide much more beyond story importance.

9 "Valorous Roland" Can Be A Pacifist Victory

Eliwood over an overview of the chapter "Valorous Roland"

Another level from Blazing Blade, this chapter serves a similar purpose in Eliwood's story as the previous chapter does in Hector's.  The enemies of this map are fairly easy to cut down, but they aren't the trouble to begin with.  The map has fire tiles that deal a flat 10 damage to any units standing on them and can even land critical hits if the player is really unlucky.

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The boss guarding the seize point of this level has a high critical hit ratio as well, making him particularly dangerous.  Unlike other chapters, the boss will actually pursue nearby enemies, leaving the seize point open for capture without a confrontation.  This is where warpskipping becomes the key to a quick and bloodless victory for the player.

8 Warpskipping "Helena Castle" Is The Safest Option For The Most Benefits

Helena Castle with the unit that can be recruited in the chapter

"Helena's Castle" is featured in Fire Emblem: Shadow Dragon as chapter 17x and is only playable after chapter 17 if the player has 15 units or less.  The whole point of this chapter is to give the player a new ally if they have sustained significant losses over the course of play.  However, in this chapter the potential new unit can only join the party after the chapter has been cleared, meaning they can die before the player even recruits them.

It's best to use warp to jump straight to the boss of the level and kill him since the player likely needs new recruits with little involved risk if they gained access to this chapter.

7 "Death Toll" Rewards Warpskipping

An overview of "Death Toll" with the two main characters of the paralogue

One of the paralogue chapters in Fire Emblem: Three Houses "Death Toll" is a chapter that actually makes warpskipping it a lucrative prospect.  There are several NPC ally units in the chapter the player must protect while defeating the enemy commander.  The more of these allied green units that survive the better the reward the player will receive.

If they all survive the player will be given an extra-large bullion, which sells for a whopping 10,000 gold! Never has warpskipping paid so well.

6 "The Wooden Cavalry" Puts You On The Wrong End Of A Chokepoint

A ballistician over an overview of "The Wooden Cavalry"

Chapter 14 from Fire Emblem: Shadow Dragon contains a map that is lousy with ballisticians, inaccurate ranged units that can cover a wide area and hit like a truck when they do land a shot.  There are three narrow paths within a forest for the player's units to funnel through, making them the fish in a proverbial barrel for the enemy army.

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Warpskipping in this chapter is a way to ensure no casualties in a map that will take at least one unit from even the luckiest player.

5 "Forgotten Hero" Slows The Battle To A Crawl

An overview of the map with the main character of the paralogue

Another paralogue chapter from Three Houses this map features narrow paths, powerful Demonic Beasts, many enemies wielding poisoned weapons, and the dreaded fog of war, which obscures much of the map from the player.  This all comes together to significantly slow down the fight as allied unites battle tooth and nail through an onslaught of enemies that shouldn't be nearly as much trouble as they end up being.

On top of all of that, Marianne, the character the paralogue centers around, is left isolated at the start of the battle and vulnerable to getting one shot by foes.  In this fight, there's no shame in warpskipping your strongest units straight to the boss.

4 "Port Warren" Has Players Stare Down A Sea Of Enemies

The chapter image with one of the chapter recruits

In Chapter 8 in Shadow Dragon, players encounter a map with a large number of reinforcements capable of taking down allies with low defense.  It also is fairly long for being one of the earlier chapters in the game, only lengthened further by the deluge of reinforcements that rush the player's army.

In order to avoid losing weapons, allies, and time, the quick use of a warp staff can alleviate all of these problems.  "Port Warren" is one of those levels that elevates warpskipping from an exploit to a legitimate strategy.

3 "Manakete Princess" Requires A Lot Of Multitasking

The chapter screen for "Manakete Princess" with the boss of the chapter

In the 19th chapter of Shadow Dragon this level has the player running around to collect orbs from chests (some of which have already been looted by enemy thieves,) and trying to recruit the boss of this level: Tiki the Manakete.

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Not only are the orbs necessary for unlocking the game's legendary sword, but Tiki is also one of the best units in the game.  With all the multitasking the player is required to do warping units to where they need to be in an instant is a godsend.

2 "Last Hope" Can Be A Deadly Challenge For Those Unprepared

The map for the chapter with the character that needs to be protected

From Fire Emblem: The Sacred Stones this chapter can give a lot of players a hard time if they're unprepared.  The objective of the map is to either survive for 13 turns while guarding an ally or defeat the enemy commander.  While the idea of fighting a grueling battle, desperate to survive and keep your friend safe can be a fun challenge, it necessitates the player having a powerful army at their command in order to pull it off.

For those players less confident in the power of their troops a quick warp over to the enemy commander will eliminate the risk of holding the line for 13 turns.

1 "Reunion At Dawn" Is Fun The First Time

The map for "Reunion at Dawn" with Byleth

The 13th chapter for 3 of the 4 routes in Three Houses "Reunion at Dawn" will become very familiar to players very quickly.  The first playthrough will likely see players excited to be reunited with their students after being separated for 5 years, but the emotion quickly gives way to a slog of a battle through twisting ruins.  While not too dull the first time it's encountered, players looking to complete all 4 routes in Three Houses will have to play the level at least 2 more times before being done with it.

If the level were more interesting it wouldn't be so bad, but it's a fairly unappealing field to do battle in.  Warpskipping straight to the bosses of this level alleviates the tediousness of playing a rather unappealing chapter 3 times.

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