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Chapter 11: Rainbow Sage- Nohr Route
This is a chapter where there are many rooms of enemies you have to traverse. You will need to bring a tanky unit of some kind to be able to clear the chapter, probably Effie or Camilla. If you end your movement on a stairs tile and use the stairs command, you will be able to use your remaining movement in the new room (or return through the stairs).
The next room has a bunch of Ninjas and an Oni Savage with lunge. Use a similar strategy as the last room, however you need to tank all the enemies and it can't be an armor knight because the Oni Savage has a hammer. Be careful you don't let the enemy lunge onto the stairs tile or the rest of your units won't be able to use the stairs. Camilla with a hand axe can weaken all of the enemies and survive all of the enemies if she is paired up. Kaze doesn't have lunge but he has higher stats and vantage compared with the other ninjas.
Alternatively you could go right from the start. The first room is not very difficult, all of the Oni Savages have seal resistance and the Ninja has seal speed. The strategy is similar to the other rooms. Rinkah has much better stats than the other Oni Savages and a 1-2 range weapon but is nothing special. She has warding blow so mages don't do much damage counter attacking but her resistance is low if you are attacking her.
All of the enemies in the next room has miracle, so be careful when planning out your turn (or have a second plan to attack again or retreat back). Azama has a Hexing Rod, so keep in mind that whoever draws the enemies to attack might have his max hp halved before he fights. Niles and Felicia are good choices to draw in the enemies because they can counter the mage and getting hexed isn't as bad.
Whichever path you took, you will end up in the center room which has more variety than the other rooms. The paired Samurai on the sides of the room have lunge and armored blow, be careful not to let them lunge onto the stairs blocking the rest of your units from entering next turn. Be careful of the Life and Death (+10 damage to both) Samurai in the center, one of them has a Kodachi (disables attacks x2) enabling them to attack if your unit gets lunged into the room and hits hard.
The final room has a bunch of 1-2 range enemies that don't move. This room is straightforward, however don't be tricked by just looking at the stats. Hinoka and the samurai buff all of the other nearby units and the flyers have Winged Shield (negates efficacy against fliers). Hinoka is quite strong and gives all of the other units +4 dmg dealt and -2 dmg taken. As long as you aren't surprised by darting blow or bolt naginatas, its an easy end to the chapter.