Close Def/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.
Pen.png Creative
Stamina Potion.png Chain
Orb.png Very high investment
Click to show/hide build description 
This build basically exists to boost Alfonse's speed high enough (Weapon Refine + A skill) so that he doesn't get doubled and it uses Quick Riposte to guarantee the double (Or guarantee it one time before you rely on Brazen Atk/Spd if you are using it). Even Spd Wave also bursts his speed further while providing a nice boost to his team. Any way of boosting his speed is welcomed (Like the Earth Blessing with Female Grima being on your team, a Speed Tactics User or the use of any mixed spur with atk/spd or def/spd). Sol is just for the sustain.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Defense Plus W.png Armorsmasher+ (Def)
Icon Skill Assist.png Reposition / Flexible
Stats: Neutral
Click to show/hide build description 
The build is designed to capitalise on Alfonse's above average Atk and Def to give him an anti-meta role to counter most of the common armors that he is likely to face as a bonus unit.

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

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

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

C Slot is flexible for whatever the team needs, most likely a Spur or Hone/Fort. '"`UNIQ--item-209--QINU`"' is a universally good melee assist the slot can also be used for rallies and other abilities.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Defense Plus W.png Slaying Axe+ (Def)
Icon Skill Assist.png Pivot / Swap
Stats: +Spd,+Atk,+Def/-Res,-HP
Passive Icon C.pngArmor March 3.png
 Armor March 3 / Flexible
Passive Icon S.pngClose Def 3.png
 Close Def 3 / Flexible

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium investment
Stats: Neutral
Passive Icon C.pngSpur Res 3.png
 Spur Res 3 / Flexible
Passive Icon S.pngClose Def 3.png
 Close Def 3 / Flexible
Click to show/hide build description 
Anna's high speed and resistance for an infantry axe user make her an excellent budget counter to the blue, and potentially green, dragons that currently (at time of posting) are ever present in the meta.

Despite lacking any merges, 38 speed is enough to bait and get follow up attacks on many of these dragons, while taking minimal damage in the process - or alternatively, to initiate on them and get kills on the blue ones especially thanks to Very high investment. Surprisingly, her entire base kit can play pretty well into this build, just needing a suitable A skill to make it work well - however, alternative options of varying investment have been suggested for several other slots to make the build work even better.

All-purpose is chosen as her weapon as a budget choice - it's not the best weapon, but it also costs nothing extra to use and does the job fine. If you're willing to invest slightly more, Creative with a +Res or +Spd refine could be a significant improvement. The faster special cooldown can be exploited with Moonbow or (especially using +Res refine) Iceberg, 5 HP is a nice durability boost, and then you either get: +3 speed, making securing doubles on some faster dragons like Corrin possible, or else +Res, making it easier to fight green dragons. Instead of Slaying Axe+, you can instead opt for another effective weapon such as Stats or High investment. These give her a wider niche, meaning more opportunities for her to be useful, but at the cost of being maybe not as effective against dragons, and reducing her already shaky attack against them with no faster specials to compensate.

All-purpose is almost always helpful, although it can be substituted for another preferred assist if needed.

Alternative is kept as a budget special choice, but Cavalry or All-purpose can be switched in relatively cheaply. Moonbow is nice due to triggering in the first round of combat, helping secure kills she may otherwise miss due to her poor attack. Iceberg works best with a +Res Slaying Axe+ build. Astra is often overlooked and replaced on Anna, but it actually synergises well with her default kit - allowing her to drop to low HP while building the special, and then Vantage killing something blue when you warp in front of an ally using Nóatún. While this isn't exactly an easy combo to pull off, it works better than many people expect.

Stats helps specialise Anna into dealing with blue dragons extremely effectively. She ends up taking negligible damage outside of specials, while usually doubling and killing them. A more premium option is either Medium investment or Low investment, which also give a significant Res boost against dragons. All-purpose is even better in theory, but other builds can exploit Warding Breath's special cooldown bonus better than this build.

Stats is Anna's default B skill, and it works okay. It can combo with Nóatún as mentioned above, or you can replace it with Flying, allowing Anna to get some player phase action after she tanks one or two dragons. This slot is somewhat flexible if you aren't running Astra, though.

Her C slot is fairly flexible. As with most of this budget build, her default '"`UNIQ--item-65--QINU`"' is fine if you have no specific team goal in mind. Since you'll mostly be deploying Anna against teams with several dragons, the Res Spur will likely be at least helpful.

For her seal, the ones that most help this build are either ones that provide enemy phase defence like '"`UNIQ--item-68--QINU`"'. '"`UNIQ--item-71--QINU`"' is also a solid choice, or perhaps '"`UNIQ--item-74--QINU`"' to patch up her otherwise shaky attack stat. She doesn't really rely on any seal to work as a budget build option.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Arden’s known for his ridiculously high HP and defense, so why not abuse that fact to the fullest?

Arden is one of the best users, if not then the best user, of Ignis due to having the the highest base def in the game, but it doesn’t need to stop at the base. When wielding the Safeguard+, he’s guaranteed +7 def to add on when he gets hit. You can even refine it to add on to his defense. The addition of Close Def will further boost this bulk on enemy phase, and the use of Earth Boost can have it effect both phases (his 60 base HP makes the condition for it little to no issue). With these total buffs, you’re looking at 64 def whenever he gets attacked, not only making him near impervious to physical melee damage (even physicsl range units have trouble touching him), but it fuels Ignis even more as well.

Off the bat, that’s 51 extra damage with Ignis when he gets attacked at close range, clearing out almost every one of the units currently in the game’s total HP on its own, and it’s capable of killing plenty of units if he initiates. Get some defense buffs on him, and this power becomes even more monstrous as he gains the potential to instantly kill units no matter how strong their merges make them.

Panic Ploy can also be utilized greatly due to his HP, making it a useful C skill in case of an enemy’s usage of field buffs.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
While a build with Sol might seem very weird on any unit that isn't L!Ephraim, Ares might be able to fulfill such a role, but in red.

This is an enemy phase build specifically made to capitalize on Dark Mystletainn's cooldown reduction unique effect along with Ares's spectacular defensive potential. His Brazen can make him reach 40 Def very easily, becoming 43 with a +Def IV and 49 if you choose '"`UNIQ--item-71--QINU`"' as a seal for him.

If Ares can double on his first combat he will guarantee that '"`UNIQ--item-74--QINU`"' will proc for every combat onwards (Given that he can retaliate). His Speed is fairly high compared to his father's so this shouldn't be a huge problem, not to mention that axe units are usually slow, so they'll basically be free HP for him.

You should be careful against units with '"`UNIQ--item-77--QINU`"' though, as they might screw up Sol's timing.

Letting '"`UNIQ--item-80--QINU`"' as his A Skill is better because if he cannot heal enough HP to be at full health, the Brazen will kick-in and make him even more durable but at the same time more powerful too, making Sol's sustain slightly better.

This is why '"`UNIQ--item-83--QINU`"' works really well : It will allow him not only to instantly proc his Special if ready, but it will also always activate his Brazen's effect, and the '"`UNIQ--item-86--QINU`"' seal if Ares was to get doubled, meaning that his survivability gets greatly expanded. However, if you want Ares to be tankier no matter the hit he takes, you might want to opt for the '"`UNIQ--item-89--QINU`"' seal instead.

His C skill is really flexible depending on whether or not you want to run him in a Horse Emblem team, but '"`UNIQ--item-92--QINU`"' should work in most situations since it will allow him to tank more hits.

'"`UNIQ--item-95--QINU`"' is the classic go on any horse unit but given Ares's sustank role and the situations he could find himself in, you might see '"`UNIQ--item-98--QINU`"' as a better choice.

Since this build is rather budget considering that Ares already comes with '"`UNIQ--item-101--QINU`"' and that the only skills needed are inherited from 3 to 4 star units, you should be able to run it pretty easily.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build takes a different approach to abusing Dark Mystletainn, in which it attempts to use AoE specials in order to knock hordes of enemies down to 1HP or the like and finish them off on enemy phase. On turn 1 you start out with 3 CD on your special due to Dark Mystletainn's lowered cooldown, which is further lowered by Quickened Pulse bringing it down to 2. From there, you must find an enemy that you do not die to in one round and either attack them or manipulate them into attacking you. You should now have your AoE special charged and ready to activate for the next turn. If attacking, Hit and Run helps substantially by getting you out of harm's way after the round of combat with team support in the form of a dancer or Reposition. However, Vantage helps more if you plan to tank enemy phase and for the following turns. From there, whether he was danced or the next turn rolled around, Ares can proc his special and nuke the field, hitting once during combat to finish off the targeted unit to bring his cooldown to 2. Dark Mystletainn then activates after combat, recharging his special to full, ready to activate from a dance or following turns. Any enemies that were caught up in the blast will now suicide into Ares, getting hit first due to Vantage 3. This build works exceptionally well in GHBs or BHBs where enemies are clumped up already, but can also work well in regular arena or arena assault. Distant Counter is the best A slot skill for this build, as it lets him retaliate on ranged units that he would hit with his AoE special. Close Def 3 is the second best option, as in tandem with the seal, lets him tank nearly any melee range hit on enemy phase. Atk Smoke 3 is the best C slot skill for this build, as it minimizes the damage that he takes when tanking. +Atk IV is optimal for maximizing AoE damage, and -HP is the best bane as it takes away the least from his bulk. -Spd is also viable if you are running dual Close Def 3, as it makes his initial charge requirement easier to get since he will be doubled more often and thus gain the 1 extra charge.
Dueling Sword.png Optimal
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Dazzling Staff W.png Pain+ (Skill 2)
Stats: +Def -Atk

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 
This build is focused on doing heavy damage on enemie phase, with Steady breath and Slaying Axe+ Bartre's Bonfire will be aways up after he tanks an attack, wich allow him to one round KO a ridiculous amout of units (even some red units), since, if they survive the first hit there will be the QR attack (and another bonfire if they double).

The speed IV is there since you probably wont need more +3 def from the boom, but +4 speed helps a lot on avoiding doubles from slow speed mages like Lilina and Sanaki, wich can't kill you in one hit because of the great amount of HP, this HP is also crucial since it goes pretty well with Panic ploy.

Overall, the build is really good agains phisical enemies, with great kill potential, but, it may struggle a bit with magic and fast dragons.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
- CV (talk) 19:48, 15 August 2018 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
Now that Weapon Refinery is available—and Beruka’s native Killer weapon can easily be upgraded then refined for a relatively affordable 70 Summoning Stones (20 + 50)—even casual Beruka users have nearly no excuse to augment her awesome physical defense even further with a Defense-refined '"`UNIQ--item-79--QINU`"'. Without taking into account further stat increases from the A-skill slot, Sacred Seal, AND Fortify/Ward boosts, a +0 Beruka with a Defense boon and a Defense-refined Slaying Axe+ sits at a beefy 51 HP and stellar 44 Defense. As usual, '"`UNIQ--item-82--QINU`"' and '"`UNIQ--item-85--QINU`"' procs will be hellishly powerful and only become stronger with new skills, enabling Beruka to essentially ignore her otherwise-terrible Attack while tearing down nearly any unit that can’t off her in time.

Translation: when given all the trimmings, Beruka becomes inhumanly difficult to take down for physical attackers in enemy phase. Obviously, steer clear of magic and ranged units, and don’t overdo it against sword units with high Attack on initiation or defense-decreasing specials, such as Siegbert, Elincia, and Black Knight.

Now, let’s go over said trimmings. '"`UNIQ--item-88--QINU`"' is still the best A-slot passive skill for its value: it can be acquired easily than other passives from any 4-star Seth and gives Beruka a substantial and consistent 5 Def increase. Its Attack penalty does not matter in the grand scheme of things, as Beruka still sports a quite-low Attack even without it. Beruka can also go for more luxurious passives if you are willing to give them; '"`UNIQ--item-91--QINU`"' in particular provides the best Arena optimization due to its higher SP cost and +1 Def over Fortress Def 3. Additionally, Close Def also counts towards Dragonstone damage, making matches against Fae and Nowi significantly more favorable despite Beruka’s below-average Resistance. Mentions of honor include '"`UNIQ--item-94--QINU`"' (budget) and '"`UNIQ--item-97--QINU`"' (less valuable than Close Def but can still be used if lacking that).

'"`UNIQ--item-100--QINU`"' (or '"`UNIQ--item-103--QINU`"' for those on a budget) guarantees a counterattack for Beruka when at high HP, which is significant as she will need that extra attack to successfully kill most baited units with her chosen special. The combination of Quick Riposte, a defensive A-skill, and Beruka’s special is already potent in itself and requires little tweaking. '"`UNIQ--item-106--QINU`"', however, is also worth consideration, as it enables Beruka to confidently go toe-to-toe with attackers without fear of their own special (especially Luna) activating and ruining an otherwise nice matchup.

Beruka’s C-skill slot is flexible and depends on team composition. For flier teams, '"`UNIQ--item-109--QINU`"' or '"`UNIQ--item-112--QINU`"' are very good for offensive support, especially considering Beruka will almost never initiate offensively herself. For more general teams, '"`UNIQ--item-115--QINU`"' or any Hone/Fortify skill are also worth considering. If running Panic Ploy in the C slot is too restricting, you can use its Sacred Seal version. However, Beruka can benefit more from '"`UNIQ--item-118--QINU`"', because despite all her physical bulk, she is still extremely vulnerable to archers. Taking this seal allows her to negate that weakness and utilize her bulk to tank archers who might otherwise defeat her.

As far as boons are concerned, a Defense boon is obvious. Due to Beruka's incorrigibly low Speed, it can be safely lowered for the bane. Although a Resistance bane is tempting due to Beruka's also low Resistance stat, it makes compromises her actually decent matchups against Nowi and Fae.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
This build hopes to utilize Cain's unique weapon to make him an effective physical tank. Bull Blade's unique skill combined with Steady stance and Close Def can boost his defense up to 49 in the enemy phase with the right boon. Combine that with Seal Atk and most sword, axe, bow, and dagger foes will be barely able to touch him. Bonfire makes use of that high defense, but Escutcheon comes on him naturally, and could help to negate any damage that makes it past your impressive def. Brazen Atk/Def is arguably better as an A skill as it works in both enemy and player phases. It mainly depends on what you have on hand. As for the C skill, Atk smoke helps negate damage in much the same way Seal Atk does, but since you need at least one other cavalry ally to activate his weapon refine skill, a cavalry boosting skill makes a lot of sense. Goad Cavalry is just a personal preference
Universal Shard.png Low investment
Click to show/hide build description 
This build is a basic build meant to provide a terrifying enemy phase presence, because that is where the king really shines. His weapon gives him +4 spectrum on defence and distant counter, making him very bulky. Svallin shield makes him have no weakness (outside of raven tomes), but Distant Def 4 makes him almost immune to blade tomes. Vengeful fighter makes him almost impossible to player phase him, but other options can work too. Slot c is flexible, and so is the seal, but Close Def 3 compiments Distant Def 4 well.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build aims to leverage Camilla's strong physical bulk along with her good offensive stats to create a strong mixed phase unit.

'"`UNIQ--item-420--QINU`"' is the go to weapon for most defensive builds. Being able to reduce the Cooldown of a skill like '"`UNIQ--item-423--QINU`"' from 3 to 2 allows for a large increase of damage, as Camilla wil be able to get it off during every combat. The Spd refinement allows Camilla to avoid doubles, while enhancing her player phase as well in terms of fighting.

'"`UNIQ--item-426--QINU`"' serves as a budget option, as it is the native weapon Camilla comes with. This gives Camilla better supportive capabilities, but cuts into her kill power. Similarly, the Spd refinement is the most desired refinement.

'"`UNIQ--item-429--QINU`"' remains the premier movement tool, especially so on fliers. As a flier, Camilla is better to position herself to be able to perform powerful actions such as vaulting characters over gaps.

'"`UNIQ--item-432--QINU`"' provides 17 damage without buffs every time it activates, allowing her to turn many battles over the course of one combat. Having a 3 Cooldown special works hand in hand with '"`UNIQ--item-435--QINU`"'. but '"`UNIQ--item-438--QINU`"' also is a strong option.

'"`UNIQ--item-441--QINU`"' is the choice of special if using '"`UNIQ--item-444--QINU`"', as it has 2 Cooldown, allowing her to utilize it in combat quickly.

'"`UNIQ--item-447--QINU`"' is overall the best A skill for defensive characters, as all of the stat boosts are helpful in terms of increasing her bulk in addition to her kill power. It is also a very cheap option in terms of Skill Inheritence.

'"`UNIQ--item-450--QINU`"' allows Camilla to duel faster units on the enemy phase while having the speed to avoid getting doubled herself due to her high speed. While '"`UNIQ--item-453--QINU`"' is optimal, '"`UNIQ--item-456--QINU`"' can get the job done on a budget.

'"`UNIQ--item-459--QINU`"' and '"`UNIQ--item-462--QINU`"' are strong options for flier centric teams, allowing Camilla to support her allies. If Camilla isn't used on a flier team, and Hone/Spur/Drive/Tactic can also be used in the C slot

'"`UNIQ--item-465--QINU`"' is the best Sacred Seal for her, allowing her to better tank high attack enemies during the enemy phase. Because Camilla will only be able to retaliate at a range of 1, this is the best A skill to run, as it will also let her better tank speedy Brave weapon users.
Dueling Sword.png Optimal
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build aims to maximize Catria's melee tanking and counterattacking abilities. Without receiving any flier buffs, she reaches 43–44 Def. Add the effects of Fortify and Ward Fliers from a Flier Emblem squad, and she reaches 53–54. Her Spd remains at 34, which is nothing special in Player Phase, but is enough to avoid enemy follow-ups most of the time, particularly if another of Catria's teammates has Goad Fliers. Quick Riposte, Bonfire, and the Slaying Lance then turn all that Defense into offense for a mighty counterattack that few enemies will survive. Catria has greater potential in this role than other lance fliers due to a much better Atk stat than Subaki's, better Spd than Valter's (not to mention that the drawback of the Cursed Lance hurts his tanking ability), and having higher Def than most other fliers. Sumia is her main competition for this role, and admittedly her starting kit of Close Def and Reprisal Lance effectively does the same thing. However, with that kit, Sumia must either sacrifice the massive damage of her Enemy Phase Bonfire, going with Moonbow or Glimmer for her guaranteed special proc, or keep Bonfire but not be able to proc it on every Quick Riposte. Catria's more common availability also makes it easier to cherry-pick the perfect IV and find merges. So if you're having trouble getting Sumia or if you just like Catria more, this is a very effective build that arguably works better than Sumia's base kit. 69.14.30.184 00:03, 2 August 2018 (UTC)
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