Armored Boots/Builds

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These skill build pages meant to be used for general skill insight. As these pages are new and still in their infant stages, any suggestions and contributions to improve them are welcome. Feedback can be left on the Skill Build Page Feedback page.

Heroes with builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. The quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Skill Assist.png Swap / Pivot
Stats: Neutral
Passive Icon A.pngSteady Stance 3.png
 Steady Stance 3 / Flexible
Passive Icon C.pngWard Armor.png
 Ward Armor / Flexible
Passive Icon S.pngArmored Boots.png
 Armored Boots / Flexible
Click to show/hide build description 
This build is for players who wish to use the Black Knight right away without having to seek out more elusive skills.

Weapon: Icon Class Red Sword.png Alondite is the only weapon the Black Knight needs, since it ensures that he will be able to retaliate against any opponent regardless of distance.

Assist: Icon Skill Assist.png Swap or Icon Skill Assist.png Pivot both work as the Black Knight's Assists, assisting in his mobility, and using either is a matter of preference.

Special: Icon Skill Special.png Black Luna is the Black Knight's Special, chosen for its amazing defense piercing effect, letting him break through his foes easily.

A Passive: Steady Stance 3.png Steady Stance 3 is a great option for the Black Knight's A skill. He comes with it naturally, and it grants him a Def boost to help him withstand physical blows. Other skills could be considered if the player has them, like Fury 3.png Fury 3 to bolster all of the Black Knight's stats, though this comes at the cost of some HP.

B Passive: Quick Riposte 2.png Quick Riposte 2 works just fine as the Black Knight's B skill, letting him retaliate twice against any attacker, which strengthens his enemy phase presence.

C Passive: Ward Armor.png Ward Armor can work as the Black Knight's C skill should he be used on an armor team, as he can help mitigate the damage his teammates take. This skill slot is flexible however, and can be whatever the player needs depending on team composition and preference.

Sacred Seal: Armored Boots.png Armored Boots are a great option for the Black Knight to help him move around more easily, especially if the player uses him on a mixed team or if Armor March 3 is not available. However, his Seal are flexible, open to be whatever the player needs. Close Def 3.png Close Def 3 and Distant Def 3.png Distant Def 3 are also very viable options to help strengthen the Black Knight's defenses.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Armored.png Armored
Click to show/hide build description 
- CV (talk) 05:47, 20 December 2018 (UTC)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
- CV (talk) 05:55, 20 December 2018 (UTC)
Pen.png Creative
Sacred Coin.png Assault
Orb.png Very high investment
Click to show/hide build description 
Aho. All the orbs.
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Click to show/hide build description 
Taking advantage of a sky-high base attack stat and the HP to make good use of Fire Boost 3, this is a simple set of skill inheritance improvements to his base kit to allow you to comfortably auto-battle Hard-5 in Tempest Trials and earn you thousands of points.


We keep the basic weapon owing to its solid base might, though the refinement is flexible. Speed would keep him very safe from being doubled by most of the non-speedster enemies faced, while Defense or Resistance cuts down on the damage he takes while in combat. The Armored Boots seal he comes with is perfect for him, allowing him to act just like an infantry lancer except with a pile more stats, letting him accompany his teammates. His assist can be kept to let him boost the other physical ally on the team when needed, but for autobattle purposes and how the AI works, it may just be better to unequip it so the Lord of Pherae prioritises battle, as he should.


Fire Boost 3 enjoys the HP increase from a refined weapon, and can easily be kept. Luna more or less ensures the kill whenever it triggers, even against green units. Renewal is the immediately obvious option for his B-slot, letting you heal repeatedly across turns and stages in Tempest Trials and keeping him in the range of Fire Boost 3 and Armored Boots. Finally, his C-slot is a flexible space, letting you either go with a buffing skill to aid his allies in their designated matchups or a threaten skill to guarantee a kill when needed.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Click to show/hide build description 
This build is highly but only recommended as a complement of an OmniBreaker hero (i.e Hector, Brave Warrior) and therefore meaning you are already using the Quick Riposte 3.png Quick Riposte 3 seal on another hero.

Counterpart of an Omnibreaker Armored unit, who mainly focuses on obliterating enemies during Enemy phase, Ephraim will rock on Player phase, wrecking easily enemy Mages or Dragons without getting too much trouble, compensating the Omnibreaker's few weaknesses, which are dealing with Magic users. This build mainly focuses on Ephraim's Icon Class Green Axe.png Garm ability to deal a guaranteed follow-up attack when boosted by Rally, Hone, Armor March, or Armored Boots. Therefore, he will benefit from being in an Armored team. Furthermore, this build will allow him to move 2 tiles (without being slowed by forests!), with a whopping 44 Atk (on optimal IVs) and double attack guaranteed when starting a turn with 100% HP (Armored Boots.png Armored Boots) or adjacent to an Armored ally (Armor March 3.png Armor March 3). This mobility makes him a particularly strong assassin.

His exclusive weapon, Icon Class Green Axe.png Garm, is one of the keys of this build, enabling guaranteed double attacks while near his Armored teammates or on 100% HP. It cannot be replaced by anything else.

Most Armored units may require Icon Skill Assist.png Swap or Icon Skill Assist.png Pivot to help their mediocre mobility, but even if those can be useful to Ephraim, his already high mobility leaves the Assist slot free to use for the purpose of your choice.

His default special Icon Skill Special.png Draconic Aura is mediocre compared to Icon Skill Special.png Galeforce, which allows him to wreck two enemies in a single turn or retreat while still having his +1 movement and double-attack potential if he still activates his C or Seal passive. Changing it to Icon Skill Special.png Ignis can be an average budget alternative, boosting his damage output using his high Def stat. High charge time specials fit best for Ephraim, considering his B passive and double-attack capability.

The best option for his A passive is Death Blow 3.png Death Blow 3, as this further comforts him in guaranteeing one-assault-KOs. Be careful as he won't have many defensive capabilities against Tome Users. An expensive alternative could be Distant Counter.png Distant Counter, as this allows him to deal more easily with ranged units when exposed after making an attack move.

His default B passive, Special Fighter 3.png Special Fighter 3 will excel combined with his double attack ability. It allows Ephraim to choose high charge time specials, such as Icon Skill Special.png Galeforce, as explained above. As a bonus, it slows down enemies specials, making them less of a threat.

His default C passive, Armor March 3.png Armor March 3, is the only one that allows for self-boosting, with the only condition of being adjacent of an Armored teammate. Additionally, it is a very rare passive, valuable in a team of Armored units.

The Armored Boots.png Armored Boots allows Ephraim to make full use of his Icon Class Green Axe.png Garm by triggering its ability (Guaranteed double attack) while he is away assassinating enemies. Keep in mind that he must not take a single damage, or those abilities (Double attack and +1 movement) will wear off!

IVs: The best bane for Ephraim, as he will often be exempt from Speed tests, is -Spd. To maximize his chance of one turn killing enemies, +Atk is the best boon.

Build pros:

  • Compensates Omnibreakers weaknesses.
  • Allows for speeding up speed based levels, such as Tempest Trials or some Main Story levels.
  • Does not use Quick Riposte 3.png Quick Riposte 3 seal to be efficient as an Armored unit.
  • Solves Armored units lack of mobility while still having sky-high Atk/Def stats.
  • Reduces Spd tests to a minimum, when this was one of Ephraim's weaknesses.

Build cons:

  • A single damage wrecks Ephraim's ability to go full solo, meaning he needs a Staff user's support.
  • He is only best used when you are already using an Omnibreaker in your team.
  • Ephraim without Distant Counter.png Distant Counter is vulnerable to Tome Users and should avoid getting exposed after rushing an enemy.
  • Build to be used along with other Armored units.

Recommended teammates:

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Armored.png Armored
Click to show/hide build description 
- CV (talk) 06:01, 20 December 2018 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
The damage is insane. You might consider using Galeforce.
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Turns out, Cordelia had the right idea all along with her base set, she was just the wrong person to go about doing it. This build gives Hardin an incredibly powerful player phase, while keeping his amazing mixed bulk. A highly unusual take on the character, and not one I'll guarantee will always be effective, but in the right hands this can do a lot.

First of all, the weapon of choice is the Icon Class Blue Lance.png Shell Lance+, for the bonus stats it gives you when initiating. Not that Icon Class Blue Lance.png Firesweep L+ would be a bad choice, but half the point of this is his bulk anyways, and he actually wants to take a hit in-between his barrages anyways. Picking the Res refine, along with a boon in Res, gives him a pretty solid base defense line of 36/39, which allows him to take on dragons as well as other melee units without a shred of fear.

After that, choice of special is really up to the player's choice. Icon Skill Special.png Iceberg is preferred because it's more consistent - Icon Skill Special.png Bonfire will be higher, but only slightly, and only when initiating combat. They're also chosen over Icon Skill Special.png Glacies or Icon Skill Special.png Ignis, as they are guaranteed to activate on Hardin's second attack, provided he doesn't one shot his opponent.

For the A slot, Sturdy Blow 2 is chosen because it combines beautifully with the refined Shell Lance, giving him incredible defenses of 42/41 when initiating combat. Death Blow 4 can also be chosen if you're happy with his basic defenses, for a great combined +8 attack when initiating combat. If strapped for either, though, his base Brazen Def/Res 3 will work perfectly fine - it'll dampen the effectiveness of his special on the first attack, but with some luck, you'll be put into range for it to be active on later turns after the first enemy's defeat, after which you can run with some of the most terrifying mixed defenses around.

B slot is simple - Bold Fighter 3 is the only real choice, as unless you really focus on it, his speed isn't good enough to double enemies, and even when you do he'll be unable to do so for the fastest possible enemies. Besides, he comes with it naturally, and this set's mainly about initiating combat anyways.

C slot, as always, is pretty open, and if you wanted to you could just give him a standard armor buff. However, with the Res refined Shell Lance, he actually has an impressive 39 base res, which makes him an excellent candidate for a ploy. Def Ploy 3 or Atk Ploy 3 are recommended, since the first will soften up the enemies he fights and the second will improve his ability to take the in-between hit even better, but you can pick another ploy if you'd rather him support another team member. This is also a good alternative if you have an ally with Armor March 3 to pair with him, so that he can fix his otherwise poor movement.

In a mixed squad, the Armored Boots seal is a good idea, to fix his ability to throw himself towards an opponent. Otherwise, just giving him a bunch of allies with Icon Skill Assist.png Reposition to help is recommended. If you want to give him a different C, or can otherwise guarantee his increased movement, a ploy can be used here instead.
Dueling Sword.png Optimal
Icon Arena Defense.png Defense
Orb.png Very high investment
Icon Move Armored.png Armored
Icon Skill Assist.png Swap / Flexible
Stats: +Atk/-Spd

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Valentine's Ike is undoubtedly among the strongest red armor units in the game due to his powercreeped Aether (Radiant Aether), glaringly high speeds for an armored unit, and astounding base kit. This build focuses on maximizing the potential of V!Ike's Special.

The IVs should be +Res/-HP. A bulkier Ike (especially one with a mixed bulk) will be able to heal back damage taken much easily. This build strays away from +Atk (a common IV) because a more powerful first attack will lessen the healing potential of Radiant Aether.

Wo Dao+ (Res) is the weapon of choice, due to its magnification of Radiant Aether's damage and, therefore, healing power.

Fort. Def/Res, although rare and also without DC, is valuable to use here because V!Ike is in desperate need of tankier stats to pair with his healing special. The attack penalty, compared to standard Fortress skills, is quite small (and may actually help with lowering the damage of the first attack, thereby increasing the healing potential of the special).

Special Fighter, which is part of V!Ike's base kit, is vital to his performance as an armor unit. Faster special charging on both phases means that he can heal up more often.

The C slot is quite flexible. If V!Ike has armored allies, Armor March could be useful for added mobility (this soft counters ranged units, which are this build's #1 counter). However, since V!Ike needs more speed to double reliably, then if there is a lack of support, V!Ike's innate Even Spd Wave will not disappoint.

The S slot is mildly flexible. Fortress Res enhances mixed bulk, which pairs well with healing specials. However, if no one on V!Ike's team (including V!Ike) has armor march, Armored Boots will suffice. Armored Boots has great synergy with Radiant Aether as the special will help meet Armored Boot's 100% HP requirement.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Click to show/hide build description 
Coming in with an amazing 37 Atk/38 Spd statline, Greil's Devoted Ike immediately makes an impact as one of the best offensive units in the game. He even comes packaged with a kit that's incredibly synergetic, all designed to speed up the charge of Radiant Aether while denying the enemy any charge of their own. Even if he has armor movement, when he engages an enemy, that enemy will likely die.

Ike's optimal IV is +Spd to take full advantage of Special Fighter 3. With this asset, he has 41 Spd at no merges or dragonflowers, which ranks among the fastest of the whole cast -- very few will be able to naturally double him. Naturally, this plays well with the aforementioned B skill because it increases his longevity, and it completely removes the need to run Bold or Vengeful Fighter. +Atk isn't too bad either, but he will need more support to use his skillset effectively.

Distant Counter and Special Fighter 3 are the two skills he comes with, and there's no reason to change them. DC allows him to fight back against everything but Firesweep/Dazzling weapons, while Special Fighter shuts down enemies that are reliant on their special activating. His C skill can vary, but Atk Smoke 3 is always good as a general-purpose skill; it allows him to debuff surrounding units quite heavily and bolster his good Def and terrible Res.

His weapon will vary on what you want to do with him. Wo Dao+ with a +Spd refine will give him 44 Spd, which is more than enough against most things. It will also increase the damage of Radiant Aether by 10, allowing him to cleave through most enemies in one combat. Barrier Blade+ with a +Res refine will effectively give him +11 Res when attacked, which turns his terrible Res into something decent when supported with buffs. It makes him slightly less powerful on Player Phase however, so mind your team setups.

While it seems strange, Quick Riposte 3 is absolutely necessary to get past certain Wary Fighter armors, like Surtr or even the recently released Greil. If you have other units that can take this role, he can use Armored Boots if you elected to not use Armor March 3.

SolHiryu (talk) 07:46, 11 February 2019 (UTC)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Skill Assist.png Reposition / Flexible
Stats: +Atk/-Spd
Click to show/hide build description 
Bold Fighter + Brave Bow on Trick or Defeat Jakob was already good enough, but it only gets better with the upcoming sacred seal Armored Boots. This gives him the mobility of an infantry unit while at 100% HP, except better because he isn't slowed down by trees. Aether will always trigger unless the opponent has Bowbreaker, Wary Fighter, or is already dead before it happens, and destroys high defense foes while healing him up hopefully back to full HP after being counter-attacked to continue to abuse Armored Boots. Moonbow, alternatively, will always trigger twice, granting more bonus damage than aether overall at 60% per initiation rather than 50%, and will trigger once before the opponent counters, making it less likely for him to take a hit and more likely to remain at 100% HP for Armored Boots. Brave Bow, Death Blow, and Bold Fighter, as well as the attack boon, maximize damage output. A teammate that can boost his attack with a Hone or a Tactic buff will be extremely beneficial.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored

A description has not been written for this build yet.

Pen.png Creative
Sacred Coin.png Assault
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
Abusing the power of Windsweep and a Guard with no HP threshold in favor of a second hit via Firesweep, this build prioritizes landing true free damage on opponents for allies to move in for the kill. Incinerator109 (talk) 18:03, 22 October 2018 (UTC)Incinerator109

Other builds using this skill