Atk Def Bond/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.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Defense Plus W.png Armorsmasher+ (Def)
Icon Skill Assist.png Reposition / Flexible
Stats: Neutral
Click to show/hide build description 
The build is designed to capitalise on Alfonse's above average Atk and Def to give him an anti-meta role to counter most of the common armors that he is likely to face as a bonus unit.

'"`UNIQ--item-188--QINU`"' allows Alfonse to OHKO basically all green and red armors and deal considerable damage against blue armors, potentially lethal even to them when combined with a special. Def Refine allows Alfonse to tank more damage ontop of his decent defenses.

'"`UNIQ--item-191--QINU`"' is luxury fodder to maximise his bulk against armor units as well as to keep him above threshold for Quick Riposte/Swordbreaker. '"`UNIQ--item-194--QINU`"' gives Alfonse more opportunities to actively take OHKOs against enemy armors but reduces Quick Riposte to potentially a one use ability, although if Alfonse OHKO's his first battle on Player Phase, he can still use Quick Riposte on his subsequent battle.

'"`UNIQ--item-197--QINU`"'/'"`UNIQ--item-200--QINU`"' allows Alfonse to bulk up considerably but may die to faster red swords in the meta. '"`UNIQ--item-203--QINU`"'/'"`UNIQ--item-206--QINU`"' reduces Alfonse's bulk but allows him to directly counter major sword threats as well.

C Slot is flexible for whatever the team needs, most likely a Spur or Hone/Fort. '"`UNIQ--item-209--QINU`"' is a universally good melee assist the slot can also be used for rallies and other abilities.
Dueling Sword.png Optimal
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build aims to maximize Catria's melee tanking and counterattacking abilities. Without receiving any flier buffs, she reaches 43–44 Def. Add the effects of Fortify and Ward Fliers from a Flier Emblem squad, and she reaches 53–54. Her Spd remains at 34, which is nothing special in Player Phase, but is enough to avoid enemy follow-ups most of the time, particularly if another of Catria's teammates has Goad Fliers. Quick Riposte, Bonfire, and the Slaying Lance then turn all that Defense into offense for a mighty counterattack that few enemies will survive. Catria has greater potential in this role than other lance fliers due to a much better Atk stat than Subaki's, better Spd than Valter's (not to mention that the drawback of the Cursed Lance hurts his tanking ability), and having higher Def than most other fliers. Sumia is her main competition for this role, and admittedly her starting kit of Close Def and Reprisal Lance effectively does the same thing. However, with that kit, Sumia must either sacrifice the massive damage of her Enemy Phase Bonfire, going with Moonbow or Glimmer for her guaranteed special proc, or keep Bonfire but not be able to proc it on every Quick Riposte. Catria's more common availability also makes it easier to cherry-pick the perfect IV and find merges. So if you're having trouble getting Sumia or if you just like Catria more, this is a very effective build that arguably works better than Sumia's base kit. 69.14.30.184 00:03, 2 August 2018 (UTC)
Dueling Sword.png Optimal
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
With the Falchion's bond boost in every stat combined with the new Spd/Res Bond and Atk/Def Bond seal, Chrom can have +9 in every stat without any active buffs. This raw stat total mean that he can eat hits and still heal with double renewal, making him perfect for attrition modes like Chain challenge and Tempest Trials. Infantry pulse also adds to his synergy in Infantry teams, and allows his teammates to cover for his weaknessess.
Pen.png Creative
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
At some point I faced the Cordelia of the story in extreme mode (in Sounds of the Ocean) and to my surprise his skill '"`UNIQ--item-335--QINU`"' practically destroyed the strategy of my team of cavalry which consists of buffs, was entnoces when I could see the tremendous potential that this version of Cordelia could have.

Its maximum potential can be appreciated in a cavalry team, as it is a melee combatant uploading its defense may be a good idea but its potential would be partially wasted, because not only can it be a great combat melee, but it can also attack without fear of a powerful counter-attack and at the same time destroying the enemy's possible defenses, thanks to his ability '"`UNIQ--item-338--QINU`"'. For this reason I decided that instead of wanting a self-sufficient defensive tank, it would be better to have a front cleaner that worked synergistically on a cavalry team, for this you can neglect her defense a little and prioritize her attack and speed, so that it works better with '"`UNIQ--item-341--QINU`"' and '"`UNIQ--item-344--QINU`"', at the same time that she can be blessed of the cavalry's boost abilities, such as '"`UNIQ--item-347--QINU`"', '"`UNIQ--item-350--QINU`"', '"`UNIQ--item-353--QINU`"', '"`UNIQ--item-356--QINU`"' in addition to the skills of normal reinforcements that can be equipped as sacred seals, creating a powerful Cordelia (and cavaleriy team).

The biggest negative point of this Cordelia is that it is partly a waste not to take advantage of it as a defensive tank, and to partially disregard its defense, which for obvious reasons is not optimal for front-end cleaners.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Defense Plus W.png Shell Lance+ (Def)
Stats: +Spd,+Atk/-Res
Click to show/hide build description 
Aho. This build makes use of Cordelia's hp and defense to turn her into a powerful cavalry bruiser. This build's focus is making her strong, fast, and tanky(Except to green mages). Getting a +Spd,-Res would be best as it would allow her to hit over 40 Spd while not making much of a difference to the damage she takes from mages.

Weapon: Her base weapon is best for her in this build. And her defense refine is also best for this build, especially if she has +Spd as it synergies well with her specials increasing her damage and her tankiness.

Assist: These are pretty basic assists for a standard attack unit.

Special: '"`UNIQ--item-395--QINU`"' and '"`UNIQ--item-398--QINU`"' are more effective than '"`UNIQ--item-401--QINU`"' or '"`UNIQ--item-404--QINU`"' for this build due to the focus on her defense.

PassiveA: '"`UNIQ--item-407--QINU`"' works very well with her and even more so if you keep an ally near her as it works on both phases compared to her default '"`UNIQ--item-410--QINU`"' which only works on player phase.

PassiveB: '"`UNIQ--item-413--QINU`"' is great at keeping specials off of her so she can build up hers as she will most likely double and take little damage from physical damage. '"`UNIQ--item-416--QINU`"' is fine itself if required to deal with lots of buffed enemies.

PassiveC: Flexible, any cavalry passive will work with her in a cavalry team. Otherwise Drive passives or if you're rich/lucky enough...Odd/Even passives as they will work great with her A Passive(Bond).

Seal: Just another increase to her Atk and Def. '"`UNIQ--item-419--QINU`"' can work fine too if you're lacking. If you have no units for '"`UNIQ--item-422--QINU`"' or '"`UNIQ--item-425--QINU`"' then they can be used, but there are better units for those.
Dueling Sword.png Optimal
Orb.png Very high investment
Click to show/hide build description 
Standing next to an ally who just swapped/repositioned with Dream Prince, his stats go up +21/5/5/11. Swap whatever bonds and links you like to adjust to your liking, but my idea on this was to counteract falchion/summer breath/divine mist/breath of fog. He, Dream Princess, Dream Camilla, and Veronica have unfailingly defeated everyone in Aether Raids so far utilizing these bonds and links, so have at it and good luck.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Click to show/hide build description 
In essence, Fjorm's base kit already is naturally strong. A Distant Counter Lance, a unique and very strong skill, Atk/Def Bond and Drive Atk giving her a strong ally support unit, and Shield Pulse to give instantaneous access to her unique skill. This build focuses on capitalizing on most aspects of that, while also giving variation if you feel necessary.

+Res or +Def give you enemy-phase capabilities that she otherwise lacks, letting her tank more hits from Swordies and Red Mages, while also choosing whether you want to be able to more reliably beat Lances or Blue Mages, as well as Nowi. -Speed has to be the bane, but if you're feeling lucky or aiming for a specific counter to mages, then a -Defense or -Resistance with a boon of the other is viable, since those two stats are still very high for an infantry unit.

Leiptr is the best lance for her, allowing her to fight against Reinhardt, Sanaki, and Halloween Nowi, as well as being able to counterattack Greens (and likely doing a bit of chip before dying to the stronger ones.)

Ice Mirror is an amazing skill, access to rapidfire damage resistance as well as increasing damage if she attacks after it procs (hint: enemy attacks you and on that first hit they activate it.) is awesome, alongside Shield Pulse to give you access to it at the start of the round. However, if defensive skills aren't your fancy and you prefer playing the more ballsy offensive role, Iceberg alongside Quick Riptose, with a +Res boon, lets you have mostly every other round of combat an extra 18 damage flying at your opponent's face. If you run +Def, and are close to an ally and activating Atk/Def Bond a lot, Bonfire also could be a strong option.

A and B slots are up to your choice; do you appreciate sustain and keep Fjorm next to allies for that nice Drive Attack bonus? Stick with her base kit with Atk/Def Bond 3 and Shield Pulse, letting her take brute force from targets to keep your other units safe. Like playing a tad more risky? Fury and Quick Riptose make a dangerous counterattacker that, while definitely carrying less sustain, immediately is a force to be reckoned with on enemy phase against Reds and most Blues not named Effie or buffed Gwendolyn.

C slot has to remain Drive Attack; a Goad that affects all allies is always appreciated. If you want to meme a bit, Threaten Attack also is viable to reduce the attacking power of opponents even further.

Seal slots can really be anything as well. Deflect Magic gives the highest survivability against Magic, notably Reinhardt's Dire Thunder and Rauðrblade units. Close Defense 3 with a +Defense IV makes killing her physically a true challenge with a weapon triangle disadvantage, with 39/39/40 bulk. Replace her A slot with Close Defense 3 from Joshua and that becomes 39/45/46, which makes Blues suddenly start having problems. If this is the case, definitely run Bonfire or Iceberg to get a taste of that beautiful +22/23 damage.


~ by Zoramine
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Click to show/hide build description 
Right out of the box, Fjorm is comes almost fully equipped with what she needs to shine as a check to mages and red units. In addition to a weapon possessing distant counter, Fjorm boasts high resistance and excellent synergy between '"`UNIQ--item-710--QINU`"' and '"`UNIQ--item-713--QINU`"' to dominate combat against red, blue, and even some green mages on the enemy phase. A notable exception is Reinhardt, especially if he has '"`UNIQ--item-716--QINU`"' equipped, so players should rely on another teammate to counter him.

As Fjorm comes as a free unit to all players, she will appear most often with neutral IVs. However, if it is available, a +Atk boon is best, helping to increase her relatively low attack. Fjorm can safely sacrifice either defense or resistance in turn, since she has skills that make up for either bane.

'"`UNIQ--item-719--QINU`"' is by far the best choice for Fjorm's seal, as it frees up her B slot and bypasses her low speed, allowing her to reliably ORKO more enemies on the enemy phase. Other than this addition, however, Fjorm's default build is completely viable. '"`UNIQ--item-722--QINU`"' works well with Fjorm, as being adjacent to an ally is easily fulfilled during the enemy phase and the bonus helps to patch up Fjorm's attack. Although her defense is already decent, the additional defense helps to reduce damage against faster sword units that may double Fjorm, improving her melee combat. An alternative choice is '"`UNIQ--item-725--QINU`"', which loses out on attack, defense, and sustainability, but increases resistance/speed as well as removing the adjacent ally requirement.

'"`UNIQ--item-728--QINU`"' goes hand in hand with '"`UNIQ--item-731--QINU`"', as it allows Fjorm to pre-charge her special for her first round of combat against ranged foes. It also allows her to absorb and deal up to 5 additional damage.

Lastly, Fjorm's default C skill '"`UNIQ--item-734--QINU`"' works well as an easy to use, passive attack buff to her allies. Fjorm's high resistance also allows her to make use of '"`UNIQ--item-737--QINU`"', which works to increase her own damage output as well as her team's.
Dueling Sword.png Optimal
Universal Crystal.png Medium investment
Click to show/hide build description 
This is a player phase build. This build will be able to safely initiate on the majority of units running distant counter Spd isnt too important since she'll double on any melee unit that counterattacks her anyways.

Flora has the highest Res in the game so adding any more to that with atk/res solo would be overkill especially considered you would rather have this unit nearby allies to benefit from more buffs. That being said, using a Fjorm to get Atk/Def Bond is rough so that skill can be substituted for anything else that would provide atk and def.

You absolutely need to run guard. Preventing heavy hitting skills from distant counter users is crucial to flora's safety it'll allow you to survive with more hp to hopefully survive enemy phase and it will help make it safer for allies to finish off an enemy flora weakened.

The ploy skills are because she might as well use her high Res stat to help deal more damage and soften the blows from the enemies.

When using Flora keep her away from enemy archers and daggers, Flora will not gain the +20 Def when against those weapon types. And while she may have the highest Res in the game as of this time of writing, this build relies purely on her base Res to survive magic users. So a handful of the hardest hitting mages will take out a large chunk of hp if not outright kill her if you overestimate her Res
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Resistance Plus W.png Barrier Blade+ (Res) / Geishun+ (Res)
Stats: +Def, +Res, +Atk/-Spd
Click to show/hide build description 
Flying in with the new year, Hríd is unquestionably best suited to be an Enemy Phase unit. He has the statline of a great physical wall, and with a bit of skill inheritance can function quite well as a mixed tank. He turns into a veritable fortress with a Fortify Fliers boost and would excel on a Flying team, but he doesn't specifically need such boosts to be viable; Hríd is good enough to fit into any team in need of a sword unit.


【 Weapon 】

  • Optimal is Hríd's best option as a weapon, as he greatly appreciates the Res boost on Enemy Phase. A Res refine helps boost his base Res stat closer to his impressive Def stat.
  • Stats is a decent alternative with its Chill Atk effect, which affects the foe with the highest Atk stat regardless of their weapon, but with Hríd's lower Res it's better to go with Barrier Blade's consistent +7 Res boost on Enemy Phase.


【 Assist 】

  • High investment is an old standby, and works very well to help snatch allies out of danger.
  • Optimal is a good alternative if that fits your play style better, and it comes with his base kit.


【 Special 】

  • Cavalry is a great choice with Hríd's inherently high Def stat.
  • Very high investment is also a good option with a higher damage output, although this build does not give Hríd a way to reduce the cooldown.


【 A Skill 】

  • All-purpose is more or less required, as this is specifically a DC build. It allows Hríd to retaliate against ranged attackers, and with his impressive defenses he can take initial hits quite well and hit back hard.
  • Alternative is a less expensive alternative; it takes away Hríd's ability to retaliate against ranged attacks, but it does allow him to tank more magic damage. If Distant Counter is unavailable, this isn't a bad option.


【 B Skill 】

  • Stats is really the only choice for Hríd's B Skill thanks to his painfully low speed; it will allow him to double consistently on Enemy Phase as long as his health stays above 70%. Luckily, this 5★ skill comes as part of his base kit.


【 C Skill 】

  • Low investment is Hríd's (currently) unique C skill, giving a massive +7 boost to the Atk stat of adjacent allies at the start of a turn, and it fits well into pretty much any team. However, it can be switched out for another skill if your team composition requires a different kind of support, especially if you're placing Hríd onto a Flying team.


【 Sacred Seal 】

  • All-purpose is a great choice of seal, as it boosts his Atk and Def by 5 points each on both phases as long as Hríd remains adjacent to an ally. The increased Def will also benefit him if he has Bonfire or Ignis as his choice of Special.
  • Optimal is also a great option if you're worried about his ability to tank magic damage, although it won't boost his Special damage output.


--Reddazrael (talk) 00:35, 7 July 2019 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
If you're not going for the Distant Counter build, the other option is to turn Hríd into a flying physical tank. This build does best when in a Flying team so Hríd can gain the Fortify Fliers buffs, but a mixed team with Def Tactic would work as well.


【 Weapon 】

  • Very high investment is a fantastic option for Hríd, as it grants +7 Def on Enemy Phase. This greatly amplifies his melee tanking capabilities, as he wants his Def as high as possible to deflect incoming attacks.
  • High investment is his default weapon, and if Safeguard+ isn't available, then Geishun+ an excellent alternative with its Chill Atk effect. While it's a less universal effect than Safeguard+, it will reduce magic damage should Hríd happen to land in the path of a high Atk mage.


【 Assist 】

  • All-purpose is an old standby, and works very well to help snatch allies out of danger.
  • Stats is a good alternative if that fits your play style better, and it comes with his base kit.


【 Special 】

  • '"`UNIQ--item-65--QINU`"' is a great choice with Hríd's inherently high Def stat, and will unload for large amounts of damage with all bonuses in place. A +Def Hríd with Fortify Fliers, both Atk/Def Bonds active, and a Def refine Safeguard+ will hit for an extra 33 damage.
  • '"`UNIQ--item-68--QINU`"' will be overkill with Hríd's massive Def, let's be honest. You don't need to hit for an extra 52 damage, do you? And this build doesn't give Hríd any way to reduce the cooldown. But if you like seeing big numbers, feel free to indulge.


【 A Skill 】

  • '"`UNIQ--item-71--QINU`"' is his base kit skill, and the ideal choice on a Flying team. He should be parked next to an ally anyway to get the Fortify buff each turn, so he might as well make the most of it by boosting his Atk and Def by 5 points each on both phases. The increased Def will also benefit him if he has Bonfire or Ignis as his choice of Special.


【 B Skill 】

  • '"`UNIQ--item-74--QINU`"' is really the only choice for Hríd's B Skill thanks to his painfully low speed; it will allow him to double consistently on Enemy Phase as long as his health stays above 70%. Luckily, this 5★ skill comes as part of his base kit.


【 C Skill 】

  • '"`UNIQ--item-77--QINU`"' is equal to '"`UNIQ--item-80--QINU`"', '"`UNIQ--item-83--QINU`"', or '"`UNIQ--item-86--QINU`"' on a Flying team — it just depends on what you need.
  • '"`UNIQ--item-89--QINU`"' is Hríd's (currently) unique C skill, giving a massive +7 boost to the Atk stat of adjacent allies at the start of a turn, and it fits well into pretty much any team. However, it can be switched out for another skill if your team composition requires a different kind of support.


【 Sacred Seal 】

  • '"`UNIQ--item-92--QINU`"' is the best seal for him with this build; when paired with his A skill, it grants him a total bonus of +10 Atk/+10 Def when adjacent to an ally and powers up his Bonfire/Ignis to nuke levels.


Reddazrael (talk) 02:35, 13 July 2019 (UTC)
Dueling Sword.png Optimal
Hero Feather Darkened.png High investment
Click to show/hide build description 
A build that gives Lachesis her full potential as a fighter. It's an all round build that makes Lachesis a war medic of sorts.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry

A description has not been written for this build yet.

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