Close Counter/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 curated builds using this skill[edit source]

Submitted Builds Which Use Close Counter[edit source]

Curated Builds
These builds are user-submitted builds which have been approved by build reviewers. This includes both optimal and creative builds and not necessarily only builds for arena play. Please use your own judgment when deciding if any of them fit your needs.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
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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
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A description has not been written for this build yet.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
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A description has not been written for this build yet.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
A description has not been written for this build yet.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
A description has not been written for this build yet.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
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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
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A description has not been written for this build yet.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
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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
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- CV (talk) 19:19, 9 August 2018 (UTC)
Dueling Sword.png Optimal
Hero Feather Darkened.png High investment
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A description has not been written for this build yet.
Build Icon Alternative.png Alternative
Icon Arena Defense.png Defense
Orb.png Very high investment
Icon Move Flying.png Flying
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This build is pretty self-explanatory. The boost from Hone Fliers and Fortify Fliers gives Camilla 82 attack, which is enough to OHKO virtually everything that isn't bulky and red. After 1 Ardent Sacrifice, she'll be in Vantage 3 range, and any unit that attempts to touch her will have to endure one of the strongest hits in the game first. Most notably, this build can deal with bow users on enemy phase when in Vantage range, which needless to say is a godsend for an all-flying team. Unfortunately, Firesweep Bow+ is rising in popularity, so watch out for that before you put Camilla in range of Bridelia. Moonbow is used to compensate for the increased cooldown time from Gronnblade+. Close Counter is expensive, and on its own makes this a bit of a whale build. It probably isn't worth the investment unless you already have a solid flier team to back it up.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
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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
Icon Move Armored.png Armored
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This build aims to utilize Jakob's impressive bulk and access to Fighter skills in order to turn Jakob into a very strong mixed phase unit capable of fighting on both Player and Enemy phases.

Jakob's optimal boon is +Atk and optimal bane is -Spd. This is because Jakob cares most about being able to hit hard, and then he uses his skills in order to always double, thus making his (already low) speed completely pointless, and thus safe to lower.

Icon Skill Weapon.png  '"`UNIQ--item-254--QINU`"' is Jakob's weapon of choice, as it lowers the cooldown on his specials, which help enable Jakob to quickly dispatch his enemies. Overall the +Def refine is the most useful, as it provides more stats that +atk in the defensive stat that is more commonly hit.

Icon Skill Assist.png '"`UNIQ--item-255--QINU`"' and Icon Skill Assist.png Quick Riposte 3 help Jakob get into position better. However if one runs  '"`UNIQ--item-257--QINU`"' Icon Skill Assist.png '"`UNIQ--item-258--QINU`"' becomes a strong tool.

Jakob's special choice largely depends on the direction you want to take the build. Odd Def Wave 3 will activate on any player phase combat where the enemy counterattacks. This lets him cut through many high defense units such as a lot of the armors and most of the dragons. While his enemy phase suffers a lot more due to not having an instant special, it still is able to counter a lot of enemy phase focused sets.

On the other hand '"`UNIQ--item-260--QINU`"' offers a lot of instant burst on the Enemy Phase, which is very nice against magic users and other squishy heroes that try to initiate into Jakob. However, your Player Phase special proc will be Glimmer, which hurts Jakob's ability to take down higher defense units.

 '"`UNIQ--item-261--QINU`"' enables Jakob's enemy phase, allowing him to counter attack vs melee units that attack him.

 Drive Atk 2 lets Jakob invalidate his low speed on Player Phase, giving him the ability to automatically follow up, in addition to lowering the cooldown of his special so he gets access to it faster. This is what enables Jakob to have such a scary player phase.

Jakob's C choice is also dependent on team composition. Without other armors  '"`UNIQ--item-263--QINU`"' allows Jakob to utilize his high resistance to both enhance his combat as well as his ally's. However, if you run other armors '"`UNIQ--item-264--QINU`"' is an obvious choice in order to give Jakob and the other unit more movement options.

Jakob's Seal of choice is Quick Riposte 3, as it allows Jakob to activate his special on enemy phase (whether it's a second Optimal or the first High investment). Generally Jakob is durable enough to tank two hits.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
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A description has not been written for this build yet.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
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Merric can use Dark Excalibur now by refining his normal Excalibur! This is a good thing (I think)!

Other builds using Close Counter
User Submitted Builds
Below are all user-submitted builds. These builds have not been reviewed or were reviewed but deemed in need of improvements - thus the quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
I personally think going +Def is better for this set, but +Res isn’t bad either considering that it helps makes Def Ploy trigger against more foes. Her speed stat is bad enough as is and since Quick Riposte allows her to double, it’s the best IV to be her bane regardless of boon. Obviously, whichever IVs she has dictates if you should go for Bonfire or Iceberg. Guard Bow giving her Distant Def 3 along with the Close Def 3 seal means that in the enemy phase at +0 she has 38/37 or 35/40 defensive stats regardless of enemy range. This also means she’ll deal an extra 19 damage with Bonfire and an extra 20 damage with Iceberg exclusively in the enemy phase. There may be some better units for the job of Close Counter archer, but she’s not a bad option either. It ultimately comes down to your personal preference if you opt to make her this way.
Build Icon Alternative.png Alternative
Hero Feather Darkened.png High investment
Click to show/hide build description 
I'm trying to turn him into an grey Melee Unit that weakens his enemy.

Rogue dagger+ debuffs the enemy and makes Gaius a little more tankier. I want to make him more of an independent unit, so Renewal relieves the need of a healer. Poison Strike compensates for his low attack. In specific teams or situations, he can run some Breaker skills too.

The idea of this build is to lure the enemy into Threaten SPD's radius so they get slower. If Gaius doubles the opponent, he'll have 1-charge Luna to retaliate with on his next encounter. You can use Threaten ATK for a more defensive option.

Dueling Sword.png Optimal
Hero Feather Darkened.png High investment
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A description has not been written for this build yet.
Hero Feather Darkened.png High investment
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With Rogue Dagger+ active, he sits at a very respectable 34Def/29Res. I use him on a Dagger Emblem team as my generic Tank. He doesn't deal a lot of damage outside of the 17 from Bonfire, but he deals that often. his bulkier stats from Rogue Dagger+ and Close Counter enables him to consistently survive and triple debuff anyone that attacks him, making it very easy and safer for others on the team to do their jobs.

The general tactics of usage, would be: Lure enemy to get Jakob attacked, he triple debuffs enemy, on player turn teammate walks next to Jakob to get the Spur boost to kill enemy, then Jakob repositions/swaps/Smites teammate out of harms way if neccessary while putting himself in range to get hit again, and the cycle repeats.

Rogue Dagger+ with Seal Spd 3 debuff with Spur Atk 3 boost, basically means the teammate coming to do the killing of what Jakob lured gets an effective buff of +9Atk/+7Spd if you like to play offensive, or with Seal Atk 3 instead, the teammate is effectively attacking with +9Atk/+7Def/+7Res. I personally prefer the Seal Atk, cause when the teammates require less healing, all the teams healing can be used to keep Jakob Healthy but both B passives work decently enough.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Matthew is a rather underrated unit. He is one of the most versatile units that I have used. I had been running this same build with Rogue Dagger+, but he becomes an essential with the Sky Maiougi+ for all of those pesky knights that have been popping up lately.

For the most all-around Matthew, I would suggest a +Atk build (due to the drop in 4 points from + to neutral). I found that he becomes more effective in general battle with that added boost. That being said, a +Def would work just as well with this build, allowing him to tank more hits. With such moderate stats, I would suggest a -Hp or -Res so as not to take away from any of the other essential stats. -Hp is preferred if you want him to be used against dragons or mages as well. If strictly for physical battles, a -Res might be better.

Armored units have been taking over the game as of late. To counter this, Matthew with a Sky Maiougi+ is your solution. 41 Atk might not seem like much, but it can do a significant amount of damage against most armored units. With a +Def refine, Matthew gets a rather modest 33 defense, helping him to tank a few hits. It doesn't seem like much, but with his skill set his can effectively debuff every unit into glorified marshmallows, tossing sprinkles and rainbows at Matthew and the rest of your units. This is where Close Counter is ESSENTIAL. Without the ability to counter these physical units, Matthew essentially becomes a punching bag. Close Counter will let him 'roast' these marshmallows (bad joke, stay with me here...), with the added ignis obliterating any who oppose.

This same build, again, can be done with a Rogue Dagger+ for a more "general" Matthew use. However, if you don't ever want to have a problem with knights again, Matthew is your man.

Orb.png Very high investment
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This is god. This is Matthew. You cannot defeat him, you cannot counter him, you can only pray. The only thing that could possibly counter this armaggeddon is another god Matthew. This god is equipped with the Seahell+ spd refine, as is documented in the aincent legends of Lycia. He is the speedy boi. His reciprocal aid allows him to swap his life force with that of his human meashield companions. His Aether allows him to rain death and destruction upon those unlucky enough to engage him. His close counter is his ultimate ability, allowing him to kill his enemies from wherever he may be. His poison strike will obliterate his foes among the aftermath of war, and his Savage blow 6 merely spreads the terror. Fear him. May he have mercy upon your sinful soul.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Matthew may not be a knight, but he can prove to be quite the tank if built for it. He has a deceptive amount of durability built into his stat spread between his moderately high HP and DEF, colorless typing which makes him only lose weapon triangle to raven tomes, and also his high SPD which prevents him from being doubled from anything that isn't a Brave Weapon. Rogue Dagger+ further synergizes with this idea, allowing him to get +5 DEF and +5 RES providing he had a combat before being hit in the round.

So with the basic concept out of the way, you've no doubt a few questions.

Why -ATK?

His base attack is 25 at 5*-- the writing should be on the wall here. If you want to have an offensive Dagger user, you kinda need all the attack you can get as daggers themselves aren't very pointy, and if you're using Matthew, why play to something that's clearly not one of his strengths? ORKOs just aren't what Matthew excels at-- you'd be better suited to try and build Kagero, or better, a Brave Bow archer for this. If you want a guy that can cut any opponent down to size so your friends can finish them off, that's what Matthew's here for, but to do this he needs to survive, which means you can't compromise any of his defensive stats, as he can't really do this if he's getting one shotted.

Okay, makes sense, but why +SPD?

Matthew's defensive stats are decent, but as he himself once said, he's no knight. If he's ever doubled, he's not having a good time. So ideally you want to minimize the number of opponents this occurs with. 34 may seem relatively safe, but with things like Darting Blow, Hone Speed, etc etc, he's just viable against a lot more opponents if his starting point is 37. Also, given his rather high defense, doubling more opponents will up his offensive output significantly as Ignis is really strong with that DEF.

Why Ignis? Why not Bonfire?

This build for Matthew has two "modes." The first round, where he needs every advantage he can get, and later rounds, where he's not fighting fair. Ignis doing a bit more front loaded damage with a sudden "HELLO THERE!" means you can occasionally ambush low def foes (mages) and waste them in one shot-- Bonfire just doesn't give enough damage to have a prayer of doing this even against low DEF opponents, as Matthew's base ATK is just too low.

Why would I use a Close Counter for Matthew?

For Matthew to apply his rogue dagger debuffs and buffs, he needs to hit back. Without Close Counter, any melee foe is getting a free lunch-- and his special is charging a lot slower against these types as well. It's really the only truly viable way to play Matthew without him being a very specialized counter unit. Whether that's worth burning a Close Counter on is your prerogative. Distant Defense 3 would be okay, though not necessarily cheaper, if you wanted to maximize performance as a counter vs ranged units.

Why not Poison Strike?

The idea behind Matthew's concept was a good one-- take some hits and whittle the enemy down, but lowering HP totals is the most impotent way to whittle a guy down in this game. Too many tools like Vantage, desperation, etc etc trigger on lowered hps. It's much much more effective to endure an attack, and then nerf the opponent to the level where your team is going to be massacring them with little effort. Or heck, Matthew himself can do it, as the cute part of all these stat drops are once his opponents have had all their stats lowered by 5-7, Matthew is suddenly competitive with them in a straight up fight. Provided he can survive the first attack without being crippled, he can now skirmish pretty competitively with most units, as they'll be perpetually debuffed.

Why Matthew at all?

You use Matthew if you want a tank that: 1. Can make any opponent who battles him manageable by dropping their stats. 2. Has no fears of the weapon triangle (save raven tomes). 3. Virtually guarantees death on the next round for anyone who initiates on him. 4. You really hate Brave Lyn. He's pretty good at stuffing her! (Not so good for Reinhardt unfortunately... can't win em all...). While in theory, any dagger user can do this, Matthew has the best combination of defensive stats (and Rogue Dagger+ out of the box is nice too) to make it viable. All others have speed or hp issues, allowing them to get one rounded by too many characters, or just don't have high enough bases on def or res that it makes any sense to even try.

You'll notice some waffling on the B/C skills. Those are best played by ear depending on what you need-- Seal Atk 3 + Atk Smoke 3 is generally best, but if you're near speed breakpoints (or don't wanna burn a Brave Lyn), then you may find success with some combination of Seal Spd, Threaten Speed, or even Threaten Attack. Whatever works for what types of teams you tend to run.

Matthew with this build is viable in all game modes. Infernal Maps, Tempest Trials, Arena you name it. As long as you aren't on a map with constant flooding of reinforcements that must be killed in a round, he should serve you well. Pairing with a healer (or with clever use of his Reciprocal Aid, which plays to his strengths better than the movement skills as he's ideally up front) and possibly Spur Def/Res, he can hold a frontline near indefinitely, allowing your other characters to pick the bones with ease.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
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Description will be added soon.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Click to show/hide build description 
Despite how unique his base kit is, it often lacks killing power because you have to keep his Attack so low to make it work. Instead of fiddling around with that, Kliff finds it much easier to just take a Blarblade+ and nuke things.

IVs are +Atk/-Res. Since he's ditching Sagittae, there's no reason to keep Kliff's Atk at neutral, so enhancing his damage is the best choice. Going with -Res is the safest bane because it balances his defenses against dragon enemies and prevents him from taking even more damage from something like an HP bane.

Kliff's defensive statline makes Close Counter an obvious choice. With the addition of the Close Def 3 seal, he reaches 33/33 defenses before buffs, which is a very solid statline for a tank.

What makes Kliff really shine is his base 37 speed. With it, he can usually forgo using Quick Riposte 3 if he has a Speed buff handy and opt for Lancebreaker 3 instead, which allows him to survive bulky lance enemies and kill them in retaliation. Most of the fastest threats in the game can usually be handled on player phase with the appropriate buffs, leaving the rest to be dealt with on enemy phase.

SolHiryu (talk) 08:14, 24 October 2018 (UTC)

Pen.png Creative
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Click to show/hide build description 
This set is recommended for teams based around Spur and Drive skills—especially Spur/Drive Def, Spur/Drive Res, and/or Spur Def/Res. It has quite a wide variety of uses, but it’s mostly recommended to be used in the Arena. This set allows Boey to fulfill many useful niches if played just right (which is quite easy). To play this set effectively, baiting the opponent in is the way to do it.

Gronnowl provides the biggest boost if all three allies are adjacent to Boey, but more likely than not, the most you’re gonna have is two allies. Having Atk/Spd/Def/Res +4 is still reliable though—a bigger boost than Fury 3 alone. The Res refinery does well for Boey since his Res is rather dodgy for a mage; although, a more desired stat, like Atk or Def, can be used for higher damage output.

Draw Back and Swap are used just to ensure that all your allies are in the right place when baiting the opponent in. Draw Back can work as a retreating option to help an ally recede from danger, or push an offensive ally in closer. Swap requires the least amount of space to pull off, but it’s better used by other units than Boey himself.

For Specials, Bonfire is the best for Boey, as his Def is already phenomenal (for an Infantry mage at least). While Ignis can be used in its place, it takes too long to charge to be used reliably, unless Infantry Pulse is used. Luna is another alternative as Boey’s Atk isn’t the greatest—even with a boon. It’ll help him pierce through high-Res foes, but this sacrifices reliable damage output.

Close Counter is obvious: it allows Boey to bait in melee units—especially lancers. With the Def boost from his allies’ Spurs and Gronnowl, he will take minimal damage—especially on defensive terrains. Even sword units can struggle to make a dent in his Def, but this is not recommended.

Quick Riposte 3 bolsters his offensive a bit, allowing him to finish off foes he’ll never out-speed (even if he has the Gronnowl boost). If the opponent doubleattacks Boey, his Bonfire will activate instantly, which will likely result in a kill. However, if he wants to maintain his Quick Riposte, he’ll need support by an ally who can heal.

The C Skill is completely flexible, depending on your team composition. I personally opted for Drive Res, to help other allies resist Magic a bit better.

Distant Def 3 allows Boey to stand up to the likes of other mages. Even though his Res is a mediocre 18, a careful setup of allies’ skills and Distant Defense actually skyrockets his Res to as high as 41 in combat—possibly even higher. This allows him to dispatch of pesky Blue mages and even tank hits from Red mages, too (not recommended). On top of that, he can even stand up to the likes of archers and daggers quite well.

Overall, this setup turns Boey into a tank with decent power and survivability (hence “Skillfull Surviver” being his epithet). This set can bait and check Brave Lyn, Love Abounds Hector, Reinhardt, and a few other threats in the meta. It’s simple to pull off, too, as you just need to play defensively and let the opponents come to you.

This set also completely bypasses the detriments of Panic skills if your team setup forgoes Field Buffs completely. The only major worry is with Ploy skills, due to Boey’s actually low Res, but they can be circumvented if played correctly.

However, if you don’t have the proper setup, it won’t work quite as effectively. Boey needs at least two allies (both with Spur skills) to pull his baiting strategy safely and effectively. Also, he still has to watch out for Red units—especially Red mages—as they can still do a number on him.

There’s also the fact that Boey’s Atk isn’t phenomenal by any standards. While it does get a decent boost from Gronnowl, along with other possible Spur/Drive skills, it’s not enough to punch through Res-bulky threats.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
IVs: +Def, -HP/-Res
Passive Icon C.pngEmpty Passive Icon.png
Flexible
Passive Icon S.pngEmpty Passive Icon.png
Flexible
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With high defense and Owl tome, Boey's bulk is nothing to laugh at. By adding Close Counter he'd be able to utilize that stats more effectively as most of the physical units are melee. With mid-low speed, he won't be doubling anyone unless he has nearby allies, so QR3 is used to mend that problem. C skill can be anything your team needs.

Ignis/Bonfire as special skill is obvious. Ignis would be the preferred choice as he will be able to charge his specials a bit faster with QR and after it charges it would allow him to one-shot a big number of heroes (90 Fury units with 1 ally, add +4 Atk boost to kill every blue, green sans Fae, and some reds like Ryoma, Lucina, Ike and Tharja; all with Fury). Bonfire can also be used if you prefer faster charges but might miss some green and red kills.

Swap or Reposition as support skill is needed, whether on him or other teammates, to allow better positioning and utilization of the Owl tome. +ATK-HP is the preferred IV spread as -RES would further threaten his existence against mages, even when dealing with blues such as Linde, Mae, and Reinhardt; while -SPD will dampen the potential offense and defense powers of the Owl tome.

Hero Feather Darkened.png High investment
IVs: +ATK/-HP,-RES
Passive Icon C.pngEmpty Passive Icon.png
Flexible
Passive Icon S.pngEmpty Passive Icon.png
Flexible
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With high defense and Owl tome, Boey's bulk is nothing to laugh at. By adding Close Counter he'd be able to utilize that stats more effectively as most of the physical units are melee. With mid-low speed, he won't be doubling anyone unless he has nearby allies, so QR3 is used to mend that problem. C skill can be anything your team needs.

Ignis/Bonfire as special skill is obvious. Ignis would be the preferred choice as he will be able to charge his specials a bit faster with QR and after it charges it would allow him to one-shot a big number of heroes (90 Fury units with 1 ally, add +4 Atk boost to kill every blue, green sans Fae, and some reds like Ryoma, Lucina, Ike and Tharja; all with Fury). Bonfire can also be used if you prefer faster charges but might miss some green and red kills.

Swap or Reposition as support skill is needed, whether on him or other teammates, to allow better positioning and utilization of the Owl tome. +ATK-HP is the preferred IV spread as -RES would further threaten his existence against mages, even when dealing with blues such as Linde, Mae, and Reinhardt; while -SPD will dampen the potential offense and defense powers of the Owl tome.

Hero Feather Darkened.png High investment
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With the exception of Boey and Henry, Bunny Camilla has the best defense of any mage in the game. With a solid defense stat and a poor resistance stat, she's better suited to non-magical combat and makes an excellent bait to lure out foes. With Close Counter, she can return fire and with Quick Riposte, she will always double. She could run Bonfire or Ignis with her defense stat, she could run Luna, she could even run Noontime to boost her health (basically, she has options) ... but with Moonbow she'll always pop the special on her second Quick Riposte strike, which is why it was chosen for this build. This trio of skills gives her a very solid kill count on Enemy Phase, and it is a better kill count than she can manage on Player Phase without buffs.

With the addition of buffs and Gronblade+, Bunny Camilla's defensive game goes nuclear as she destroys nearly everyone who dares to attack her. Gronblade+ also allows her to run the Player Phase with more kills, but it doesn't match the height of her Enemy Phase murder spree. If Bunny Camilla is running unbuffed, then Green Egg+ is the superior weapon and is also the cheaper weapon option for this build.

Hero Feather Darkened.png High investment
Click to show/hide build description 
Bridal Cordelia now outclasses Takumi as an offensive Archer, with an effective 2 more attack (Takumi has a legendary bow) and 2 more speed. Therefore, inheriting close counter onto Bridal Cordelia basically serves as an upgrade to takumi.

Silver Bow+ has one more damage, but Cordelia's intrinsic bow can serve the same purpose. Ardent Sacrifice safely puts her in vantage range (although she can normally take a hit from most units anyway) Alternatively, Draw Back adds more mobility to your team. Now, vantage 3 + close counter is the Takumi classic, but you can also run Cancel Affinity if you are worried about -raven tomes. Threaten Spd 3 is Takumi's intrinsic 3rd skill, which makes him incredible at dueling and disrupting, but any Hone or Spur or even her intrinsic Breath of Life can work.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Sitting on a stat spread of 39/46/30/37/18, Corrin's stats seem fairly unimpressive. However, one glance at that Defense stat shows where New Year's Corrin shines: He functions as a tanky Bow unit, physically, for those who don't have a Faye, Leon, or a Gordin they want to use. Being a free unit, Corrin has Neutral IVs permanently, which is a blessing and a curse. His stats always will turn out fairly balanced like this, but he excels in no regions. Focusing on his defense lets him abuse as much of his good traits as possible.


His Bow could be any number of things, but the Guard Bow gives him the best odds against units such as Reinhardt and Brave Lyn if packing Distant Defense 3 as his Seal slot. Slaying Bow+ gives him faster Bonfires and Ignises, while his standard Hama Ya+ isn't a terrible weapon with a ranged Spur effect. The Guard Bow, however, provides himself with a defense buff and, by technicality, a damage buff to his Bonfire/Ignis based on if the target is ranged.


The Assist is his standard Rally Def/Res, giving support to Blade Tomes while also providing a nice amount of Arena Points. If Rallies aren't your forte, a standard Draw Back or Reposition in this slot works.


His Special slot is Bonfire or Ignis, based on if damage or reliable proccing is your style of play. Bonfire does a hefty 18 damage, higher if buffed from Spurs or Hones, and only has a 2 charge if running a Slaying Bow. Ignis works with Quick Riptose due to how frequently you will be getting attacked and be counterattacking.


The A-slot is Close Counter, to make the most out of his strong Defense, similar to that of Beruka. Instead of initiating with Corrin, you should be waiting for the enemy to walk up them blow themselves up on him whenever possible. Rallies for Defense and Speed can help prevent Corrin from taking too much damage on a counterattack.


The B-Slot is either Quick Riptose or Vantage. If you like your Special activiating more often and doubling opponents, Quick Riptose is your best friend. If you like attacking first, even on enemy phase, Vantage is an option for you.


The C-Slot is flexible. Hones and Spurs are obvious choices, and Corrin himself comes with a strong Spur in Def/Res, bolstering the effect his stock Hama Ya has. However, the Tactic skills and Smokes also are effective if you're willing to sacrifice valuable units like Siegbert, Brave Lyn and Sigurd.


The Seal is also preference, although the Defense seals to me are incredibly strong options. Close Defense gives Corrin an effective 43 Defense before Spurs or Hones, making him better against units like Ayra, Mia, Brave Ike, and Effie (although don't expect to happily tank the latter of them all.) Distant Defense gives him better odds against Brave Lyn and non-Death Blow Reinhardts, however rare those are, as well as other Daggers and Bows like Bridal Cordelia and Sothe. Quick Riptose seal is also possible, combining the effects of Vantage when at low HP and Quick Riptose when at high Health to launch off one final hit before dying to an enemy's attack.



tl;dr This NY!Corrin build is intended to make him fairly tanky and primarily an enemy phase unit, able to take on close range and distant range opponents that attack physically fairly well while also being a strong team supporter through Rallies and the Spurs of a C-slot and his main weapon.

-Zoramine


Other builds using Close Counter