Blárserpent+/Builds

From Fire Emblem Heroes Wiki
Jump to: navigation, search
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
Click to show/hide build description 
No, you don't need an armor emblem team for her to excel, and yep this is unnecessary, but why not? Between Icon Class Blue Tome.png Blárserpent and Close Def 3.png Close Def 3 she has +6 def/res any time she's attacked. Given the +def IV and the def refine this offers a resulting 39/40 def/res. Then combine this with Close Counter.png Close Counter and Vengeful Fighter 3.png Vengeful Fighter 3 she will always retaliate with a double against any attacker. Fun right? Right.
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 
Maximizing Res for Special damage. Depending on IVs it's best to have +Res for most damage but +Spd works very well too since she can double to activate special faster.

Icon Class Blue Tome.png Blárserpent+ has a built in Distant Def 3.png Distant Def 3 for +6 Def/Res from ranged attacks.

For Specials you can use Icon Skill Special.png Glacies 50% damage of Res or Icon Skill Special.png Iceberg 80% damage of Res. With her various ways of buffing for more Res Lyn will hit hard when her special activates.

A Slot will be Close Counter.png Close Counter for being able to pick off enemy units that come too close to her.

B Slot Vantage 3.png Vantage 3 is recommended for countering first after she takes some damage. She will be able to fend off melee attackers on enemy phase if she is unable to kill them from previous Player phase. Vengeful Fighter 3.png Vengeful Fighter 3 is powerful but hard to obtain. You will lose counter-attacking first, but special cool-down reduction is powerful and a follow-up attack will kill your opponent usually provided you survived their attack.

Slot C Threaten Res 3.png Threaten Res 3 is recommended due to it activating at the start of the turn enabling Lyn to benefit from -5 Res on her target. Res Smoke 3.png Res Smoke 3 is also a good choice for -7 Res on enemy units after Lyn attacks. Armor March 3.png Armor March 3 for helping your armor team, but this is flexible of course.

Sacred Seals you can choose between Distant Def 3.png Distant Def 3 or Close Def 3.png Close Def 3. Focusing on using Distant Def 3 will allow you to counter other Armor Mages or any long ranged unit. Close Def 3 can help round her weakness from melee; you can also use another unit to draw melee focus and allow Lyn to keep her ranged advantage.

Support Ideas...

With Ward Armor.png Ward Armor you can give Lyn additional +4 Def/Res during combat. You can stack up to +12 Def/Res additional during combat phase.

Res Tactic 3.png Res Tactic 3 or Fortify Armor.png Fortify Armor can grant +6 Res (Field buff)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
An ennemi phase build, Can provide debuff and take hits even from some green mages, Also her amazing resistance alows her to make good use of Ploy skills. Reposition is always quiet a good option, for her A Mirror stance alows her to deal more damage when she got attacked you can also run Distant def but she will relay on her special to deal good damage, her B slot Guard is a good budget option but quick ripost will help her to double and charge up her special, chill speed is an other good option to support your team. About her C slot and sacred seal two ploy skills can help a lot your team Distant def is also a good optin so she can tank more hits
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
Through the power of bonds, F!Morgan makes a decisive comeback! While this build works with any blue mage, F!Morgan finds herself in a great place as she has roughly the 4th highest Res out of the Blue mages, but is the only one in the top 5 that is a flier, giving her the ability to position herself better than the others, giving her the TACTICAL ADVANTAGE.

By giving Morgan an -owl tome, we raise all of her stats to the +6 that a -serpent tome can. This aids her middling Spd, though it honestly doesn't do much, only boosting it to 33 (given a -Spd nature), however, it does help her damage output. However, if we use F!Morgan outside of Solo modes and move to other modes like Rival Domains, Grand Conquest, or Defense Relay, Morgan can get up to +8 to her stats.

The Assist is a bog-standard movement assist, but we use Drag Back or Swap so that we can move Morgan into position to Ploy enemy units.

The Special is either Iceberg or Glacies. We are using specials that scale off of Morgan's Res for obvious reasons, especially since she can ideally reach 51-59 Res (in-combat) with all of her skills in use. Iceberg is being used as the tried and true enemy phase 3-Charge Special + QR combo works. Glacies for the same reason, but only if you have a way of pre-charging it by one, like Ostia's Pulse or Quickened Pulse.

For the A-Skill we ideally use Atk/Res 3, which sadly only comes from Seasonal units. Atk/Res Bond 3 also synergies well with her Weapon and Special. For those inclined not to fodder off seasonal units, Mirror Stance 3 is a fine budget alternative.

For the B-Skill we ideally use QR 3 since it has been tested to work wonders with 3-Charge Specials like Iceberg. Alternatively you can use Vantage 3 for later engagements.

C-Skill is a Ploy as it would be criminal to not use Morgan's Res stat.

For Seals either another Ploy would work, or DD3 for boosting her already high in-combat Res.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Defense Plus W.png Blárserpent+ (Def)
Icon Skill Assist.png Flexible / Reposition
Stats: Flexible
Click to show/hide build description 
As the name suggests this build is meant to capitalize on the fact that Morgans weapon comes with Distant Def 3. For her weapon refine we want +Def to help with Bows and Daggers since her Def is much lower than her Res ( going +Res isn't a bad option either if your gonna go for more damage with Iceberg). Assist is Flexible to suit your taste/team comp although Reposition is always a nice choice. For her special there are 2 options, Glimmer and Iceberg. Iceberg is nice cause she comes with it and after both Distant Def's proc you gain an additional 22 dmg (assuming neutral iv's, no flier buffs, and no Res weapon refine). Glimmer is Also a great option here as it has a faster charge rate compared to Iceberg also with her base Atk stat of 46 (neutral iv's) that adds 23 dmg which isn't much different from what you get with Iceberg. For her A skill we go with Distant Def 3 to stack with her weapon which comes to a total of +12 Def/Res when attacked. Her B skill can be left with the base Guard. But if you prefer not using Guard, Quick Riposte 3 is nice to help her double or the new Dull Ranged 3 form M Morgan would not be bad choices either. C skill like in most builds is left as Flexible to suit you team comp. But if you are gonna use this in a Flier Emblem Team, Goad Fliers is the best option so that Morgan Can still receive Hone/Fortify/Ward buff's from her teammates as these buff benefit her more. As for the Seal we use Iote's Shield to neutralize the "effective against flier" stat that all bows come with as well as certain tomes like Merric's Excalibur which also has it. For her IV's neutral would probable be the best as you not really losing much but with other Iv's you will be losing out on either her tanking stats(ie. Def/Res/Hp) or her dmg stats( -Spd would prob be the best option for a negative IV as her base 30 isn't really enough to double or prevent doubling). A + Res/-Spd is better if your gonna go with Iceberg to help increase her damage as for Glimmer +Atk/-Spd is also the better option for increasing her dmg. +Def IV's are also not terrible as it allows better tanking of bows/daggers.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
Anti mage nuker (will need a healer).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
With the default build, only the resistance part of the built-in Distant Def 3 of Morgan(F)'s personal weapon, Blárserpent+, is useful. This build serves to maximize the potential of Blárserpent+ by making the defense portion useful as well.

Iote's and Distant Def 3 are musts for this build, but it does not matter whether one goes in the A slot or in the seal slot. It is good to note, however, that the Michalis Grand Hero Battle has Iote's Shield A readily available. For the B slot, Quick Riposte 3 and a 2-charge special must be selected. This way, Morgan(F) can kill or severely injure any ranged unit that attacks her.

On enemy phase, with Fortify Fliers 3 combined with a Def-refined Blárserpent+ and Distant Def 3, Morgan(F) effectively has at least 37 Def and 51 Res. Blue magic, red magic, and staffs will be rendered incapable of damaging Morgan. Although bows, daggers, and green magic will deal minimal damage, it is safe to say that this build is anti-range.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
The main point of this build is that you don't have to choose between using Ninian to attack or dance during player phase, since it is entirely oriented towards enemy phase combat. She can be an excellent magic tank in enemy phase and provide team support via dancing during player phase. This can be worked to support a mixed-movement team (hence attack tactic and guidance), but she becomes even stronger with flier buff support.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Resistance Plus W.png Blárserpent+ (Res) / Blárserpent+ (Def)
Icon Skill Assist.png Flexible
Stats: +Res,+Def/-HP
Click to show/hide build description 
Odin is arguably the worst unit in the game and is used, mainly as Icon Class Blue Tome.png Blárblade+ and Icon Skill Special.png Moonbow fodder, but a few more recent additions and the fact that he is one of the most common heroes to pull making him one of the easier heroes to +10 means that he is not totally worthless, and this interesting build makes use of his unique strengths, which is really the only way to make use of him, because if you try to build him like any other mage in the game, he will, invariably, be an inferior version of that mage.

IVs: We're going to want Odin to be +Def or + Res depending on whether you'd rather use him to fight bow/dagger wielders, or tome/staff wielders better. Taking a bane in HP is recommended only because he can't really afford to give up anything else, dumping speed might cause him to miss some important breakpoints, and dumping attack means he has even MORE trouble doing damage since, unlike staff or dagger users, he doesn't have a strong debuff to excuse low damage output. + Res potentially lets Odin run Ploy skills in his C slot without them being unlikely to trigger whereas +Def gives him more staying power if something gets into melee with him.

Weapon: Icon Class Blue Tome.png Blárserpent+ Is a new weapon that perfectly synergizes with Odin's mixed defenses. Granting Distant Def 3.png Distant Def 3, Odin's defenses when attacked at range jump considerably, and when synergized with the rest of his kit, result in him taking, essentially, no damage from most units at 2 range. (choosing whether to forge +Def or +Res should match whatever you choose as your boon)

Assist Skill: No particular assist skill is any more necessary for this build than any other, but don't confuse "Flexible" with "Not necessary". All of Odin's punch on this build comes from being attacked on the enemy phase, and unless his special is charged, he will likely not do meaningful damage on his turn so it's better if he can use his turn to rally or reposition teammates than take pot-shots at foes.

Special: The choice between Icon Skill Special.png Glacies or Icon Skill Special.png Ignis comes down to which stat you took as your IV boon. Odin, like Matthew, is one of the unique circumstances where we take the 4 turn charge Ignis or Glacies over the 3-turn Bonfire or Iceberg because Odin's attack is SO bad that he's honestly only ever going to do any damage at all when his special triggers. Given that, we want the turn that his special DOES trigger to pack a wallop. FYI, when counter-attacking a 2 range unit with this build, before any buffs, merges or supports are taken into account, Glacies or Ignis will be dealing an additional FORTY damage on trigger.

A Skill: Distant Def 3.png Distant Def 3 doesn't add any frills, it just keeps this build doing what it does better: tanking ranged attacks. When taking a ranged attack to his boon/forged stat, Odin's Def or Res will be a staggering 50, and his non-boon stat would be a, still respectable, 43 before any buffs or supports are taken into account.

B Skill: Guard 3.png Guard 3 is the preferred, but expensive choice here. Reason being: Odin won't be KOing enemies unless their resistance is horrendous or his special is charged, so if he's letting them start charging their special on him, he might be doing more harm than good tanking their shots, PLUS it helps stop them from piercing his massive defenses with a Icon Skill Special.png Luna or the like. Ironically, Dull Ranged 3.png Dull Ranged 3 is also a very nice option for him given that it further accentuates his identity of being an anti-ranged unit as long as you don't mind cannibalizing 2 Morgans. Due to high defenses making Vantage not needed, high speed making quick riposte not often needed and the fact that he isn't a really useful attacker on player phase making desperation not needed Odin doesn't actually need some of the highest demand B-skills in the game. Odin DOES have other options such as running wrath as a niche option that could allow Bonfire or Iceberg to be run instead of Ignis or Glacies if you can lower his health to the threshold, or a ranged breaker skill to hard counter a particular unit. But, honestly, if you aren't running guard or dull ranged, it would probably be best to give him a budget B skill such as Seal Res 3.png Seal Res 3, or Seal Spd 3.png Seal Spd 3.

C Skill: Odin's C skill is largely flexible. A Resistance boon Odin with a forged +Res Blárserpent+ will hit 32 Res before merges and buffs are considered, so Ploy skills CAN be reasonably run on him Res Ploy 3.png Res Ploy 3 probably being the most useful to make it easier for Odin to do meaningful damage. Other notable options are Threaten Res 3.png Threaten Res 3 and Threaten Spd 3.png Threaten Spd 3 for being generally useful for debuffing enemies that end up near you after you tank them (just be sure not to double up on the same debuff as your B skill if you went with a budget "seal X 3" option), but, ultimately, as with many builds, MOST C skills are workable, and this slot is fairly flexible.

Sacred Seal: Distant Def 3.png Distant Def 3 is wanted here for the same reason it's our A-skill and Blárserpent+ is our weapon. All these bonuses stack and, while it's situational and relies on Odin being attacked by a ranged unit, when he is, he's a stupidly sturdy wall, and he can return mighty special counterattacks.

~Sonic The Hedgedawg
Pen.png Creative
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.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Shigure can perform a very useful talent not unlike his darkly-clad, axe-wielding mother: the ability to boost all the stats of a teammate of his choosing after refreshing. This is specifically done with Hone Attack available as either a C-slot skill or Sacred Seal, as well as Icon Class Blue Tome.png Fresh Bouquet+ for a wide but seasonally-available weapon with an Speed-buffing effect. Additionally, Shigure's native Geyser Dance 2.png Geyser Dance 2 is chosen as his B-slot passive skill to fortify his teammate's Defense and Resistance after a Sing. Def Res Link 3.png Def/Res Link 3 can be considered to achieve higher gains in defenses for a trade-off of a more circumstantial activation effect. If you cannot afford or are not willing to give Shigure the Fresh Bouquet+, any blue tome weapon and Hone Speed (as either the C-slot or the Sacred Seal) will suffice. If you were fortunate enough to give Shigure Fresh Bouquet+, then the Sacred Seal slot is flexible, with Drives and Tactics being top choices.

Altogether, these skills make Shigure an even better team player in addition to Singing, especially for Bladetome users who vastly benefit from huge buffs to all over their stats (and, consequently, +24 or more to their weapon). Units such as Katarina, Tailtiu, Nino, and Olwen are notable examples, though pretty much any teammates outside of Bladetome users can appreciate a catch-all stat boost.

To achieve this set's purpose, only the aforementioned skills (Geyser Dance, Hone Atk, and either Fresh Bouquet+ or Hone Spd) are required; the rest is ultimately fluff and up to the player. Though this set prefers Shigure with a Speed boon, this set is perfectly fine and nonetheless achievable with any IVs as it doesn't particularly focus on tanking or hitting certain opponents hard.

It should be noted that Icon Class Blue Tome.png Blárraven+ is a poor choice on this set, as Raven builds require Quick Riposte or Bowbreaker to bypass Shigure's average speed and successfully beat Brave Lyn. Therefore, Shigure's default Icon Class Blue Tome.png Dancer's Score+ is a decent choice to fall back on while being easier on your feather count, though other more useful tomes such as Icon Class Blue Tome.png Blárserpent+ or Icon Class Blue Tome.png Blárowl+ are preferred. Regardless of weapon, Triangle Adept 3.png Triangle Adept 3 is still a good choice for allowing Shigure to emergency check red units such as all versions of Tharja. Fury 3.png Fury 3 offers an all-around stat boost if that caters to your preferences.
Pen.png Creative
Sacred Coin.png Assault
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Resistance Plus W.png Blárserpent+ (Res)
Icon Skill Assist.png Reposition / Flexible
Stats: Neutral
Click to show/hide build description 
Unfortunately for Ursula, her unspecialized statline and no access to IVs makes her a difficult unit to work with. That said, she does possess just enough in each stat to warrant a build that is... unconventional, to say the least.

To begin, Ursula's strongest stats are her speed and her resistance. And what are those two stats good for? Well, being a resistance tanker! Thankfully, as a blue tome unit, Ursula has access to the only Distant Defense tome in the game (as of Ver. 2.7.1), Blárserpent. In doing so, on enemy phase, Ursula will have 36 resistance, which is certainly nothing to sneeze at. And, refining her weapon with the resistance refine brings it up further to 39 res.

Her assist is simple in nature, draw allies back, thus putting distance between them and the enemy without compromising Ursula's position. That said, you can always exchange it for something else. Tailor it as you need. Her special, too, is fairly simple in nature. Her primary source of damage will be from her special, and Iceberg/Glacies can deal around 20/32 damage when conditions are right. A two-count special such as Moonbow may not provide the damage she needs to defeat foes, but as before, her special is at your discretion.

Her A skill complements her weapon. At 32 speed, she can be doubled by many, many units, and she cannot access a boon to mend that difference. As such, Darting Stance brings her natural speed up to 38, meaning a unit must have 43 speed to double her. That can be a difficult threshold to reach for some mages. Of course, cavalry buffs from allies will be crucial to her survival. If your allies can raise her speed well enough, you can choose Swift Stance to bulk up her resistance even further.

Dull Ranged, her B skill, acts both offensively and defensively. Because she is a ranged magic counter, she wants to ensure her foes are as weak as they come, due to her own insignificant stat pool. Nullifying buffs makes it far easier for Ursula to avoid doubles as well as dish out a little more damage.

Her C skill depends on your team's composition. She'll be right at home in a cavalry team. A cavalry buff makes the most sense, particularly Goad or Hone, as she wants make sure her offensive allies can deal with powerful foes. Of course, a defensive buff may make it easier for them to deal with physical threats for her. If you're running her on a mixed team or otherwise, a ploy, smoke, or tactic skill can work here.

Her Sacred Seal has a little flexibility. You can choose to give her Distant Defense to double down on Blárserpent (granting her a fantastic 45 resistance), or you can bolster her overall bulk with HP Res 2. HP Res 2 may be more efficient than Distant Defense if you choose to run a Ploy skill on her. It also worth mentioning that HP Res 2 will bring her physical soak to exactly 60, which should be just enough for her to survive one sword or lance attack at full HP. If you swear to never put her in way of a melee unit, Distant Defense can be used to ward off daggers and bows.