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Cancel Affinity/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
Icon Arena Defense.png Defense
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Using Bridelia's amazing stat spread and a lot of investment, you can make a nearly uncounterable archer that pierces through all weapon types and laughs at '"`UNIQ--item-345--QINU`"' Raven mages by treating them as any other unit.

A speed boon is essential, in order to help her double as many units as possible. Reposition is the usual assist skill, while the special depends on the seal used: if Bride Cordelia is using Quickened Pulse, pick Moonbow; otherwise, use Luna.

Swift Sparrow is an overall better choice than Life and Death. Despite having one less attack (the speed difference is negligible unless you're dueling +10 super quick units), Swift Sparrow allows Bride Cordelia to tank a hit from units that don't hit very hard, if she absolutely needs to, in Enemy Phase. Unless the enemy has '"`UNIQ--item-348--QINU`"', it's nigh impossible to double her, forcing the enemy to OHKO her or leave her to wipe the team next turn. Cancel Affinity serves to deny the TA raven mages that spawn to counter the strong archers that are present in the meta, while Threaten Def is very useful to soften tanky melee units that can get in range of it without attacking Cordelia.

If '"`UNIQ--item-351--QINU`"' is being used on Reinhardt or any other unit, pick the Attack +3 seal and use Luna.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This build is meant to fully optimize Gordin to his absolute maximum potential at this point in the game. As such, this is a build for those striving to +10 Gordin, S-rank Summoner Support him, and utilize him in all game modes effectively, both during player and enemy phases.

At 40+10 S-rank, with an Atk boon, plus a Res-boost with weapon refinement, Gordin has a respectable 51 attack, 51 HP, and 38 defense, with a less respectable 31 speed and 26 res. (While you don't need speed if you're taking little to no damage from most enemies, a +Spd IV gives Gordin a superboon, making his speed cap out at 35. If you run a refined Marth with Drive Speed, or a Performing Arts Azura, or really just S support Gordin with anyone who primarily buffs speed, this becomes an absolutely viable IV, on par with +Atk due to its ability to prevent doubles from some stronger mages/dragons. However, unless you're also buffing Gordin's attack, it would be wise to run Ignis full-time with a +Spd IV.)

An unbuffed Gordin (with DD3 seal) will be reaching 38 Def against non-ranged physical units, 44 Def against ranged physical, 32 Res against mages, and an unfortunate 26 Res against dragons. However, this is where Clarisse's Bow comes into play. Essentially giving Gordin a ranged form of slightly-weaker refined Dark Breath, now this best-boy can be used to effectively bait all ranged and most non-ranged physical units (and survive most anything that isn't a +10 dragon/special-cooldown-reduction unit/full-buff-Bladetome) with ease, and then attack them, and any of their nearby allies, with far, far higher survivability due to the atk/spd debuffs, as well as inching closer to his Aether or Ignis proc, which nearly always kills. (Swapping Clarisse's Bow for Guard bow allows him to essentially bait all ranged units to death, as well as offering the chance for a Def refinement, but greatly lowers his effectiveness during player phase and against dragons. Also of note, using Guard Bow + a Close Defense 3 seal is not recommended, as his Res still winds up being slightly subpar against strong mages, alongside losing the AoE atk/spd debuff that can prevent those mages from doubling him.)

His A Skill, Close Counter, speaks for itself, and is what allows him to be effective against all units during enemy phase. His B Skill, Cancel Affinity 3, is primarily for Arena, whereas I find his on-hand Vantage 3 works best in the other game-modes. (More so than QR3, especially with speed buffs or a +spd IV) His C Skill should either be Threaten Def 3 or Threaten Atk 3 (with Guard Bow). I personally find Threaten Def 3 to be most effective, as it usually allows him to kill anything that survives a round of combat with him, and also boosts the overall damage of his specials. Threaten Atk 3 is redundant with Clarisse's Bow, but if you prefer Guard Bow, it would probably be the best choice to help with dragons. Of course, this is the most flexible skill he has, and his overall effectiveness won't be damaged when tailoring it to your likes.

As mentioned earlier, a solid S-Support partner that deals in mass buffing, such as Performing Azura (any dancer with Geyser Dance seems just as good) or Refined Marth specifically (or both, if you really want to go overboard and try to push all his stats above 40 on enemy phase), will eliminate any remaining worries (dragons and even special-cooldown-reduction units won't kill him one-on-one, thanks to his 51 HP) that Gordin could have in battle, exempting ever-threatening fully buffed bladetome units.

Though this buff and bait strategy is very effective, the true strength of this build comes with the diversity of strategic options. Gordin can attack any unit that cannot counter him, and plenty that can thanks to his defense, on player phase. His attack is high enough to do decent damage on most units, and he'll also instantly debuff them and all around them. This serves to make him even more crazily effective on the next enemy phase (essentially giving him +5 spd/def/res against the debuffed units). Reposition allows him to become a living wall for anyone he moves out of trouble's range. His status as archer lets him OHKO some of the most dangerous fliers in the game, and his high attack sometimes OHKOs fliers even when they have Iote's Shield equipped. With a basic +4 Res buff, his Clarisse's Bow build will allow him to survive most if not all Reinhardts, and he's already a natural Bow Lyn counter as well.

Lastly, this build's specific weaknesses bear mentioning, though a lot of them revolve around strategic missteps rather than 'inevitable weaknesses'. Avoid baiting characters specifically built to pile on damage, such as a +10 Cherche/Seigbert/F!Celica. Usually, these foes have Death Blow/Swift Sparrow and brave weapons, or a firesweep weapon, so they won't be able to counter Gordin's debuff on player phase, making them much easier to deal with when you hit them first. +10 Mia in particular is difficult for an unbuffed Gordin to handle, but using the tools at your disposal; debuffing/dancing/buffing, will usually allow her to be killed before she can attack Gordin. (And if she's able to counter, then she won't be running her cooldown reduction A skill, making her far easier to deal with through baiting) Anything with Bold Fighter should be hit by Gordin's debuffs first, but if he's on a defense tile then he can usually hold his own (unless the enemy is running Galeforce). Baiting armors 'without' Bold Fighter is almost always the best choice in high level arena matches. Halloween Henry and dragon units can be troublesome, but not always; as such, a Falchion user can be extremely good as a partner. Raventomes without TA and with bowbreaker are Gordin's biggest (possibly only 'true') weakness, but they're so specifically built that any non-colorless character with high res can deal with them instead. Bladetomes should be broken away from their buffing friends before combat, as always.

Needless to say, if you're in an arena match that has defense tiles, with this build and a buffing S support friend, Gordin will rarely take any real damage.

~Shota is justice.~
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Nidhogg W.png Nidhogg (Skill)
Stats: +Atk,+Spd/-Def
Passive Icon C.pngDef Ploy 3.png
 Def Ploy 3 / Flexible
Passive Icon S.pngAtk Ploy 3.png
 Atk Ploy 3 / Flexible
Click to show/hide build description 
This build is for players looking to use Innes right away without having to seek out more elusive skills.

Weapon: '"`UNIQ--item-242--QINU`"' is Innes's weapon of choice. It grants him +2 to all stats during combat for every ally next to him. As long as he keeps an ally close to him, he'll be able to perform pretty well in combat. When given its special skill, he can avoid counterattacks from mages and dragons, allowing him to attack safely into such units.

Assist: '"`UNIQ--item-245--QINU`"' is a good Assist in general to use for ranged units. Its uses are more defensive, allowing the user and an ally to move back one space. Ranged units usually don't want to be in the line of fire too much, so Draw Back can help them retreat.

Special: '"`UNIQ--item-248--QINU`"' is Innes's Special. He comes with it naturally, and works well off of his high Res stat, which can add a decent amount of power to his attack.

A Passive: '"`UNIQ--item-251--QINU`"' is Innes's A skill. It grants him an overall stat boost at the cost of injuring him after each round of combat. The extra Atk and Spd can help give him the upper hand against his foes, while the extra Res can help him fight enemy mages and help activate his Ploys better.

B Passive: '"`UNIQ--item-254--QINU`"' is an option for Innes's B skill. He comes with it naturally, and it lets him annihilate '"`UNIQ--item-257--QINU`"' -Raven tome wielders that would normally give him trouble. However, this skill slot is flexible, open to be whatever else the player needs instead.

C Passive: '"`UNIQ--item-260--QINU`"' is an option for Innes's C skill. His high Res ensures that he'll activate it against many opponents, and it'll help him puncture through his foes. His allies can also take advantage of these debuffed enemies as well. However, this skill slot is flexible, open to be whatever else the player needs instead, like a buffing skill of some kind.

Sacred Seal: '"`UNIQ--item-263--QINU`"' is an option for Innes's Seal. His high Res ensures that he'll activate it against many opponents, and it'll help soften the blow from oncoming threats. His allies can also take advantage of these debuffed enemies as well. However, his Seal is flexible, open to be whatever else the player needs instead, like '"`UNIQ--item-266--QINU`"' to help Innes fight enemy mages.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Innes is no ordinary archer; he's the prince of Frelia. His stats are pretty good, with good Atk, Spd, and Res, with only his low HP and abysmal Def as a downfall. His high Res lets him utilize Ploys well, and his good Atk lends well to a Brave Bow+ set to assail his foes.

Weapon: '"`UNIQ--item-45--QINU`"' is Innes's weapon of choice for this set. It lets him strike twice consecutively, so when he's given the right buffs and skills, he's capable of puncturing straight through his opponents.

Assist: '"`UNIQ--item-48--QINU`"' is a good Assist in general to use for ranged units. Its uses are more defensive, allowing the user and an ally to move back one space. Ranged units usually don't want to be in the line of fire too much, so Draw Back can help them retreat.

Special: '"`UNIQ--item-51--QINU`"' is an option for Innes's Special if he's running '"`UNIQ--item-54--QINU`"' so that he can activate it on the second strike. If he's not using that Seal, then his Special is '"`UNIQ--item-57--QINU`"'. Both Specials have a defense piercing effect, letting Innes break through tougher foes. Moonbow just has a faster charge but a weaker effect, while Luna has a slower charge but a stronger effect. Luna will also line up with the rhythm of his strikes better.

A Passive: '"`UNIQ--item-60--QINU`"' is Innes's A skill. Given that this is a player phase build, this helps give him a +6 Atk buff when initiating combat, which will help him destroy his foes.

B Passive: '"`UNIQ--item-63--QINU`"' is an option for Innes's B skill. He comes with it naturally, and it lets him annihilate '"`UNIQ--item-66--QINU`"' -Raven tome wielders that would normally give him trouble, but is mostly pointless aside from that, and such opponents are rather uncommon. Because of this, this skill slot is flexible, open to be anything else the player needs.

C Passive: '"`UNIQ--item-69--QINU`"' is Innes's C skill. He has enough Res to activate it pretty often. If an enemy has higher Res, then they likely don't have high enough Def and would fall to Innes anyway. He can also support his team this way.

Sacred Seal: '"`UNIQ--item-72--QINU`"' is Innes's Seal if he's using '"`UNIQ--item-75--QINU`"' so that he can activate it immediately, but if he's using '"`UNIQ--item-78--QINU`"', then a simple attack boost from '"`UNIQ--item-81--QINU`"' will suffice instead.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This Innes hits 49 resistance with a neutral IV in that stat thanks to the three sets of Distant Defense on him. This Innes could very easily be the best magic tank in the game, and the fact that he's colorless means he can check all magic equally, though maybe not to the same degree that a green mage could check a blue one. His defense also hits 32 on enemy phase with neutral defense, making him competent at taking hits from archers on occasion. It may even be worth running bowbreaker in his B slot as opposed to the skills I've listed, but the skills listed are just more practical to the main focus of this build and you've already killed one Setsuna for this build. And of of this isn't even taking into consideration that you can refine the Guard Bow+ further to boost his key stats.

This Innes's job is to bait and kill mages. Cancel Affinity serves to negate the one magic type that can really do meaningful damage to him (as well as reduce damage), and Inigo has become quite prominent in arena, so his default Cancel Affinity makes him a great magic check. Now if you want him to reliably KILL his magic foes, Quick Riposte is probably a better choice. 34 speed is enough to not get doubled, but it isn't enough to double much of the meta, ESPECIALLY mages (besides Reinhardt). With a speed boon he hits 37 and will be able to double plenty of units, but not enough of the mages in the game. It might be worth having a sword unit with distant counter on your team to take care of Inigo so that Innes can run Quick Riposte and secure more double attacks. I think the rest of his skills are pretty self explanatory. Though I chose Spd ploy to help with Innes's trouble doubling mages, Def ploy is a more accessible skill at this point and might help him to kill the mages he baits easier. Atk Ploy is also a great choice to lessen the damage archers and the most powerful mages will be dealing with him (though unfortunately his distant defense isn't accounted for here, but he'll still be able to use it on most of his threats without issue).

Also, if you're running Quick Riposte, I would suggest having an Infantry Pulse user on your team to guarantee Iceberg to proc in his first round of enemy phase combat.

In terms of boons, Res will make Innes even more indestructable to mages and make Iceberg even more powerful, Spd will help Innes avoid double attacks from the more powerful mages and will him to double more melee units on player phase, and +Atk will boost the non Iceberg damage that he'll deal to the enemies he baits. In terms of a bane, I'd recommend HP over defense since 32 defense against archers could actually come quite in handy, but -Def isn't such a loss as it was never the focus of this build anyway.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Distant Atk W.png Parthia (Skill)
Stats: +Atk/-Def
Click to show/hide build description 
This build is entirely focused on oneshotting enemy ranged units, as with a +Atk IV, Parthia Refine, Death Blow, and Atk +3 Seal, Jeorge reaches 64 Atk unbuffed against ranged units and 58 Atk against non-ranged units. 64 Atk is more than enough to oneshot many mages and squishy bow/dagger users, which makes him a fantastic Arena Assault counterpick and gives him plenty of uses in PvE as well, as he not only counters flying units, but most ranged units as well. Moonbow is the better special for Jeorge, though Glimmer is also acceptable. Death Blow is the undisputed A slot, as Jeorge wants as much attack as possible to oneshot opposing ranged units. Cancel Affinity is a great B slot for him to prevent TA Raven mages from beating him, though Swordbreaker is also a very strong B slot to allow him to beat almost every sword unit that carries DC (With exceptions being Slaying or QP Ayra and QP Mia) as well as just general coverage. C Slot is flexible, though Drive Spd 2 would be most optimal for his teammates to benefit from. Atk +3 is the optimal Seal for him to grant him as much attack as humanly possible. Though, if running an Infantry Pulse user alongside Jeorge, Quickened Pulse is acceptable to give Jeorge instant access to either Moonbow or Glimmer. ~Moxie
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
This build aims to utilize Parthia's special skill weapon refinement in order to maximize Jeorge's mage-counter potential, while at the same time assisting the rest of his team in taking down the enemy. The +6 attack the skill gives during combat (against bow/dagger/magic/staff) along with the 30% damage reduction to the first attack (if in combat with a foe that uses magic) synergize nicely in the killing and surviving of mages. Although Jeorge is not the best archer among the Order of Heroes, this build helps make the most of his stat spread and weapon skill, and is versatile for different situations.

Draw Back and Reposition play into his assisting role; Draw Back can be used to prevent an ally from being attacked or just for positioning purposes, while Reposition can be used to take a front-liner out of a mage's range and, potentially, set up Jeorge in a position to counter-attack. Moonbow and Luna are the best special skill options as the defensive reduction helps secure the kill with Jeorge's average attack.

For the A skill, it depends on whether you want to take an offensive or defensive approach; both Mirror Strike 2 and Mirror Stance 2 grant +4 atk/res, but the prior is when Jeorge is the attacker and the latter when he is the defender. Both work great with the Parthia skill, giving him +10 attack when the opponent uses bow/dagger/magic/staff. Mirror Strike 2 is a good choice if you want to kill that one annoying mage, but maybe kill some fliers too. If your team could benefit more from a mage-tanker, Mirror Stance 2 would be the way to go (Death Blow 3/Warding Stance 3 may also be viable options, but given Jeorge's stats with mediocre res and attack, said skills could limit his survivability/killing potential, respectively).

For the B skill, Cancel Affinity 3 is useful when considering all types of mage builds; while the B skill could be worked around and adjusted if lacking a Mathilda/Innes, it is important to remember that this build's primary function is Jeorge as a mage-killer, and with him as a bow unit, the -raven tome + Triangle Adept combination is his greatest threat (mage-wise). Cancel Affinity 3 gives Jeorge the comfort and versatility to be used in most situations. Quick Riposte 3 is another option for defensive play, which allows him to follow-up attack speedier mages.

For the C skill, Breath of Life 3 can help heal up your team in long, multi-map scenarios, or even heal up that tank who took a bit more damage in a matchup than you would have liked. If going the defensive route, I do not recommend using Breath of Life 3, as most of your strategy should involve using Jeorge to bait out mages rather than initiating. Spd Smoke 3 works well both offensively and defensively; whether striking first and debuffing the enemy team or setting yourself up for the perfect counter-attack, it can help your team get an edge over the enemy.

For seals, you want to go with the one that is not already an IV boon. While some builds and units benefit from stacking one, this build stands to benefit from a little of both, given Jeorge's stat spread. Deflect Magic 3 is solely for countering Reinhardt and should be considered if you're building Jeorge more defensively.

If offensive, this build synergizes well with units that can increase Jeorge's mobility (i.e. Reposition, Guidance, Sing/Dance). If defensive, this build synergizes well units that can buff Jeorge's stats (i.e. Rally Attack Speed/Resistance, Hone Attack/Speed).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Despite Poison Dagger having fallen off due to all the high-Def infantry running around the Arena, Kagero's killing power is still surprisingly considerable. She can almost crack 60 Atk with merges and a +Atk IV which is pretty brutal with Moonbow or Glimmer on a 1-cooldown thanks to Mochi. Give her QP or Infantry Pulse support and she can even proc Moonbow or Glimmer twice in her first engagement if the enemy can counterattack. Alternatively, she can opt for the Heavy Blade 3 seal and the more powerful Luna or Draconic Aura specials to obliterate a scary amount of things. Even hardened targets such as Winter's Envoy Tharja can end up dead when caught on the receiving end of this Kagero.

If not QP or HB3 for special abuse, Speed +3 can be used for her Sacred Seal because this form Kagero really wants to be as fast as possible and will greatly benefit from ally C support skills like Drive Spd.

I would not bother with Desperation in T20 Arena unless you can break the 45~ Spd barrier with some combo of merges, seals, +Spd IV, Summoner Support, etc. but if you can get there, it can blow stuff up when you have this much damage to back it up.

Quick note: Kagero is a little less powerful than Sothe with an identical setup, and now that Sothe is not only available at 4-star rarity but comes with Lnd3 by default, well, it would appear she's been power-crept a bit. Sad but true.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Speed Plus W.png Starfish+ (Spd)
Stats: +Atk,+Spd/-Def,-HP

A description has not been written for this build yet.

Pen.png Creative
Dueling Crest.png Arena
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Besides her good stat distribution for the role of a magekiller, Lyn has unique advantages in her bow ignoring mage buffs and being a cavalry unit, which we aim to exploit to provide Cavalry Emblem with a new niche toy - an enemy phase mage killer that crushes all nuke (bladetome and Reinhardt) mages, reducing the dependency on player phasing everything. Using the build is simple: give Lyn the cav buffs/ally support if she needs them and plonk her down in range of enemy mages.

As a mage baitkiller, Lyn obviously does not need def, and any of atk, res or even hp (which is a +4 boon) is suitable, although attack provides unique benefits as we will see later. '"`UNIQ--item-542--QINU`"' and '"`UNIQ--item-545--QINU`"' are logical choices - the first gives her attack and resistance while baiting; Cancel Affinity means she does not have to worry about '"`UNIQ--item-548--QINU`"' raventome carriers.

Being a bow magekiller is a double edged sword: it has no weakness to any 'colour', but on the other hand it is weak to every raven tome in the game. No build is perfect and by nature, some raven mages (Sophia, Cecilia, Boey in particular) who do not carry Triangle Adept and carry Bowbreaker will kill any Lyn build in the game unless she carries the corresponding breaker. The tankier raven/Triangle Adept/bowbreak mages (Sophia, Boey, Robin(M)) will live even a Moonbow retaliation from Lyn, although not killing her due to the effect of Cancel Affinity. However, these builds are by nature rare (particularly the raven/fury builds) on defense and furthermore, can be dealt with by the rest of your (cavalry) team fairly easily given how specialized they are as anti bow units.

Ignoring those particular builds, with the cav buffs Lyn will slaughter most of the 'nuke' mages. We will use the summoner support (SS), cavalry buffs and where necessary, ally support to boost her matchup against the most important edge case, the massively-merged-'"`UNIQ--item-551--QINU`"'-'"`UNIQ--item-554--QINU`"'-Bowbreaker Reinhardt.

With Fury and the Summoner Support at S rank, +ATK-DEF Lyn has defensive stats 40 HP / 33 RES and offensive stats 55 ATK / 43 SPD when unbuffed. '"`UNIQ--item-557--QINU`"' backed with Quickened Pulse guarantees the one shot on Reinhardt if you are honed, and rewards you if you one shot a mage hitting into you, leaving you a powerful special for another opponent. Moonbow is an option if the Quickened Pulse seal is not available, and should only be taken with a +atk Lyn - Moonbow backed by a hone cavalry will kill all (neutral hp/def) Reinhardt up to +5, with each additional attack point (from merge or ally support) allowing her to one shot Reinhardts with 2 more merges.

With fortify cavalry on her, 40 hp / 39 res survives a hit from 53 attack Moonbow/Quickened Pulse Reinhardt (up to +8). Any source of at least 2 res or hp (merge, ally support) will be enough to let her live through one hit from even a maxed (+10) Reinhardt - thus the Moonbow build with a distant def seal will comfortably survive any (ungoaded) Reinhardt in the game.

In terms of other options, '"`UNIQ--item-560--QINU`"' is better on paper compared to native free Draconic Aura by about 1 damage point, so its worth some consideration. '"`UNIQ--item-563--QINU`"' gives her the ability to beat down some green mages, notably +10 fury Raven Bowbreaker Cecilia and Inigo. Also, Moonbow with the Quickened Pulse seal is an interesting option as it gives you the highest instant retaliation, which ensures the kill on squishy bladetome mages like Nino who might make the switch to Bowbreaker.

Teamwise, the '"`UNIQ--item-566--QINU`"' is worth giving to a carrier of '"`UNIQ--item-569--QINU`"' if you do not wish to run a '"`UNIQ--item-572--QINU`"' unit. With a +res IV the resulting buffed Lyn is almost as tanky as the neutral res Lyn with a hone buff. This could then free up a cavalry teammate to use '"`UNIQ--item-575--QINU`"', for example.
Dueling Sword.png Optimal
Icon Arena Defense.png Defense
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Because Lyn will be utilizing the famed Alternative, this set is significantly more Speed-focused, so a Speed boon is highly recommended to increase damage through doubles. Additionally, as such, the set does not need previously recommended B passives such as Stats or High investment, instead focusing on specific targets through respective skills (All-purpose for those troublesome Raven tome users, Stats to break past +Spd Ryoma with little fuss, etc.).

Medium investment further drives in the possible "debuffing for free" aspect of the set, though other skills are welcome depending team composition. All-purpose is Lyn's default passive for the A slot, and is thus significantly more efficient and less expensive than more extreme alternatives. To slightly maximize Lyn's damage output and the number of targets she will double, however, Optimal is very well an option, though it is rare and expensive when paired with Firesweep Bow+.

Due to this set's need for speed and power, it is recommended to feature it on Cavalry teams as her teammates can bestow Stats or Medium investment boosts upon her in a jiffy.
Orb.png Very high investment

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium investment
Click to show/hide build description 
This build starts with Mathilda's base kit and budget builds upon it to give her the ability to be able to defeat almost any cavalry unit in the game, hence the title Jouster Mathilda. Due to the specific nature of this build targetting cavalry units, this is an assault build where a player knows that they'll be going up against cavalry units.

Her IVs are listed as Any; however, it would be best if she did not have a -Atk or -Spd bane as it impacts her offenses, increasing the likelihood Mathilda leaves her enemy alive.

Her weapon is her default '"`UNIQ--item-329--QINU`"'. With it, she gains effective damage against all cavalry units.

Her assist is '"`UNIQ--item-332--QINU`"' which allows her to provide mobility to her teammates and move them in and out of enemy range.

Her special is '"`UNIQ--item-335--QINU`"' thanks to its quick charge and extra punch it gives Mathilda's damage when it procs. '"`UNIQ--item-338--QINU`"' is her secondary choice as, while it does provide more damage thanks to her high Res, its longer charge time does mean in some scenarios she misses out on a few KOs if it's not charged (eg. Frederick). However, with a charged Iceberg, even against non-cavalry unit she can very easily become a threat.

She can take '"`UNIQ--item-341--QINU`"' to gain some bulk and also potentially sponge hits on enemy phase, but depending on her IVs, she can potentially miss out on some KOs without the doubles (eg. Neutral Fury Mathilda vs. Camus and +Spd Variations of Cecilia). Even with this bulk though, she fails to tank QP+Moonbow Reinhardt and Lyn (Brave Heroes), so she needs to be wary of these units and get the jump on them first.

For her B passive, we keep her default '"`UNIQ--item-344--QINU`"' as the budget option, and also because this allows her to handle '"`UNIQ--item-347--QINU`"' cavalry units such as the popular Titania.

Her C passive is flexible here depending on her team. If she's on a cavalry team, she can take a cavalry buff, otherwise another buff that her team needs is sufficient.

Finally, for her sacred seal, she can either opt for a little more speed with '"`UNIQ--item-350--QINU`"' to try to get more doubles in, or beef up her Atk a little more with the '"`UNIQ--item-353--QINU`"' seal.
Dueling Sword.png Optimal
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
A powerful option to completely break the weapons triangle in front of air units, taking full advantage of Merric's excalibur
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Stats: +Atk/-Def
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

A description has not been written for this build yet.


Other builds using this skill