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Barb Shuriken+/Builds

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Feh Face FC.png Oooh, what's this?!

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
Orb.png Very high 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
Hero Feather Darkened.png High investment

A description has not been written for this build yet.

Pen.png Creative
Hero Feather Darkened.png High investment
Click to show/hide build description 
Why would you desperately want to create an offensive build for a unit that can't deal damage to save his life? In the wake of Generation 3, Jakob's BST and balanced stat spread has not been meaning anything for a long while in the realm of offensive Fire Emblem. Dagger units, however, reign supreme in debuffing, so let's make Jakob's build debuff-focused. He can absolutely afford to do that since trying to salvage his offensive capabilities is usually a fruitless effort, so he's not really sacrificing anything in the first place. This build relies on him getting a fully supportive role, so he literally only needs Speed to function. After his attack, Jakob's allies can begin to clean through the debuffed opponents or reposition him out of the way in the case of a more enemy phase-oriented team.

The trick of this build relies on most daggers having essentially both Def Smoke 3 and Res Smoke 3 built in them with the nifty advantage of affecting the targeted unit too. Adding Atk Smoke 3 in the C slot and Spd Smoke 3 in the Sacred seal essentially causes a mass debuff in all of the nearby foes' stats bar the one initiated on, with a whopping 28 ticks of debuff in total. One would say this is a poor man's Peshkatz, but if the ally team is already enjoying field buffs in the first place, the effect can be devastating.

Watersweep ensures that magical and staff allies cannot counterattack, removing a sizable part of what can counter him on initiation in the first place. Alternately you can go for Windsweep to instead screw daggers, archers and DC physical melee's counterattacks, but it's not as commonly available.

Barb Shuriken is here to help his special be ready quicker so he can actually damage stuff every second attack. In order to ensure Watersweep's activation, Darting Blow makes its way in the A slot, the dagger is Speed-refined and his IVs favor Speed to make him reach a respectable 42 Speed on initiation. Reposition is Reposition.

This set dies to being initiated on, by the way. But hey, even so, at least you're using someone who knows how to rock the fabulous butler style - even if that means little in battle.

Oh uh if you're feeling seasonal you can also give him a Kagami Mochi it does literally the same thing. IS why

Miguling (talk) 21:25, 22 March 2019 (UTC)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Ladies and Gentlemen, step right up to see the amazing debuff cannon! We're not Sothe and we don't have a Peshkatz, and Kagero's inherent poison dagger has limited usefulness. So, what's a girl to do? Let's take our foes out and cripple everyone else in the vicinity. While her speed is nothing to write home about unless she has a +spd boon, putting LnD or Swift Sparrow in her A slot should allow her to follow-up against most people, allowing for a guaranteed trigger of her special when you're using glimmer or moonbow.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Stats: +Spd/-Def
Passive Icon C.pngGoad Fliers.png
 Goad Fliers / Flexible
Passive Icon S.pngSpeed Plus 3.png
 Speed +3 / Flexible

A description has not been written for this build yet.

Orb.png Very high investment
Icon Skill Assist.png Flexible
Stats: +res/-hp, neutral
Click to show/hide build description 
This build is mostly used to capitalize on his ability to debuff as well as fight mages as barb shuriken+ will give him the ability to have a 2 cooldown iceberg that will deal almost 25 extra damage thanks to fortress def res 3 the poison strike is to make up for his low atk and the smokes are to lower the stats of every enemy around your target. Windseep is a way to deal with units like hector or other distant counter high hp melee units because they will be able to counter kaze and kill him where his def is just too low to deal. If used with a team centered around him it can be a very effective build for him.
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 Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build is centralised around the use of Flashing Blade and Miracle to initiate with large numbers of debuffs and to also then be safe to most incoming assault.

With Barb Shuriken+, Kaze's Miracle special count falls down to a base of 4. If you attack a unit who you double and who can't counter or you can safely attack, you will reach Miracle range and have debuffed with the effects of the dagger and the two Smoke skills. (Bear in mind that the Smoke skills will not affect the target, unlike the debuffs of Barb Shuriken+). The +spd refinement is vital here as it helps Kaze to achieve the necessary speed thresholds.

Given the correct initiation, Kaze should be able to live the following Enemy Phase thanks to Miracle and potentially the debuffs too. From the next Player Phase, you'll be able to abuse Escape Route 3 to warp to safety or to aid more attacking. If Miracle doesn't proc on the previous Enemy Phase, you'll also be able to place Kaze in more aggressive spots knowing that you have the safety net of Miracle.

This set is mostly fixed aside from Assist skills, which are down to preference and the way around you want the two Smoke skills (Atk Smoke 3 C/Spd Smoke 3 Seal is easier as Atk Smoke 3 is native to Kaze).

Windsweep is an alternative B passive option to let Kaze attack physical Distant Counter units, but this will mean you will sacrifice potentially instant Miracle from not being able to double on Player Phase and the use of Escape Route's warping ability.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Click to show/hide build description 
Kaze's stats let him do multiple things at once very easily, especially since he has a dagger. Going down the line:

Kaze's natural Barb Shuriken+, while losing out to the Kitty Paddle when it comes to erasing mages, does far better for engaging every other kind of foe, replacing raw damage with unrivaled versatility. With the Res forge and Mirror Strike 2, Kaze's Iceberg will deal 20 damage before any additional buffs, letting him carve through some normally bulky units. The reason you'd want a Res forged weapon with a +Spd IV instead of a Spd forged weapon with a +Res IV is because the latter will get you 1 less Spd overall. +Spd with a Spd forge is also a viable option, but other dagger users like Sothe and Legault are more suited to all-out offense, so you're going to want to lean into Kaze's fantastic Res. Additionally, -Def is preferred to -HP because Kaze will still use his HP to take magical hits, and his Def is so low it's not worth preserving.

Mirror Strike 2 is chosen both to help in taking out mages, and compensating for his rather middling Atk against more defensive units. Since Kaze will have 39 Spd with a +Spd IV, you'll get more mileage out of bumping up his Atk than going for Spd to secure doubles he might already be getting. His special comes down to preference: Desperation 3 can help him still deal with mages even when he lacks the HP to tank, and Swordbreaker 3 lets him take care of the abundance of very fast sword users, or at least, cripple them enough so anyone following him can take them out. His natural Atk Smoke 3 is an extremely good option, as it can further cripple nearby mages and give him a strong enemy phase, but it can be swapped out as needed. The seal comes down to preference: Spd Smoke 3 will help out his team with securing or avoiding doubles, as well as giving him a stronger enemy phase, but Def Ploy will make him much stronger on player phase, since very few units can exceed his Res, thus letting him bypass his Atk easily and securing kills he wouldn't otherwise be able to go for.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Stats: +Atk/-Def
Click to show/hide build description 
Stat spread is 36/43/34/12/31. '"`UNIQ--item-311--QINU`"' is taken over '"`UNIQ--item-314--QINU`"' because it aids survivability, increases Arena score, and debuffs all enemy types, not just mages. '"`UNIQ--item-317--QINU`"' is taken to increase Arena score considerably, which is important for her low BST. This can be traded out for '"`UNIQ--item-320--QINU`"' to give a few more favorable matchups.