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Def Res Link/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
Icon Arena Defense.png Defense
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
Unlike the majority of mainstream Beruka builds, which focus on pumping her defense to obscene levels, this one instead holds a support role that allows her to give her allies a taste of her own tankiness. Be warned – because this is a buffing/support build, there are a lot of options as to what stat you want Beruka to buff.

Hagoita is the weapon of choice here – a prime weapon for those like its original wielder who prefer support roles. If you don't want to sack a NY!Azura, Groom Marth's Ardent Service can fulfill the same role, albeit with slightly different buffs. I personally prefer the Spur from Hagoita over the Hone of Ardent Service, but it's ultimately player preference.

Reposition and Bonfire/Ignis are standard parts of a Beruka build. The aforementioned specials are her main form of damage – that said, a Beruka built like this should be attempting to activate that Link skill as much as possible, and as such will probably not have many opportunities to directly initiate an attack.

Since the A skills are generally more about personal perks than ally buffs, any skill that bulks up Beruka's survivability will work here. Bracing Stance and Earth Boost are my two favorites, though Close Defense, Steady Stance, and Fortress Defense can work as well.

The B skill – the Link skill of your choice – is the key to this build. On her own, Beruka is an optimal Reposition candidate thanks to her status as a flier and her bulk. With Def/Res Link, Beruka can essentially activate Fortify Fliers buffs on anyone she wants. This, combined with the utility value of movement assists like Reposition, makes her a very potent support unit in of itself.

As this is a buff-based build, the C slot and Seals are extremely flexible and can be altered to enhance your team's strengths or patch up weaknesses.

Of course, depending on your own team needs, this Beruka can be repurposed into a mixed tank rather than solely Defense; this can be done easily by replacing all the Defense-related self boosts with Resistance.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
This build aims to give maximize the unit arena score of Camus while still giving him a viable build. This build on a 5*Camus+3 brings the score to 710 (712 if given a rally __/__ assist skill, but for a difference of 2 points, I found the utility of Reposition to be more beneficial; this does not include blessing bonus). While not that high, it's still decent for F2P players.

Atk/Spd Bond 3 gives Camus the potential to double (at the very least, not be doubled) and the extra attack to boost his damage output. You can also use Brazen Atk/Spd 3, which can be useful if you prefer sending Camus out and away from the team rather than stacking him nearby.

Def/Res Link 3 with Reposition allows for Camus to provide both himself and allies with a little extra bulk. Reposition can now be used to prep Camus/ally for an oncoming attack and put your team in advantageous positions.

Atk Smoke 3 is primarily to combo with the Heavy Blade 3 seal and Aether; it allows for the effect of Heavy Blade 3 to be more likely, as Camus' attack with Gradivus is pretty decent (not to mention the bonus from Atk/Spd Bond 3 or Brazen Atk/Spd 3) and this skill can lower multiple enemy units' attacks, potentially all. Aether ties in nicely as a strong special to boost damage dealt and heal Camus, allowing him to stay in the fight longer. (It should be noted that Heavy Blade 3 can be replaced by Distant Def 3 if you want to increase Camus' bulk, however, this lowers the efficiency of Aether)

This build can thrive in both offensive and defensive phases; whether sending Camus in next to an ally to secure a kill, or repositioning allies out of or into an enemy's range (while buffing them) allows for Camus to be used in multiple situations, all while optimizing his arena score.

Kumanori (talk) 00:24, 7 September 2018 (UTC)Sakio
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
I've been fond of Corrin characters for awhile now, but to get one with crazy Spd and a BST in the high 160's was awesome. +Spd/-Def gets her 41spd and 29def, both very respectable and easy to work with. Draconic Rage can grant her an additional 5spd, that alone can grant easy use of the flashing Blade seal and quick use of Aether, but since she comes with Atk/Spd Bond, why not use that too? So while next to an ally, she's granted 57atk and 51spd. Pair all this with def/res link and her defenses get up to 35/34. You could also use water breath+ to lean more towards survivability, and with the option of weapon refine gets her even more health and defense potential. She's very versatile, but of course being a green dragon even 40def won't stop a well built falchion so be careful.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Ultimate Husbando Corrin provides the ultimate support to his lover of choice. The primary feature which sets the build apart is the use of '"`UNIQ--item-298--QINU`"' obtainable from the new latest Bridal Banner (of course, because he is the ultimate husbando). Together with his legendary Weapon refine '"`UNIQ--item-301--QINU`"', S-Rank support, '"`UNIQ--item-304--QINU`"' and a defensive aura seal of choice, Corrin can boost his partner's defensive stats up a whopping +18/+15 because their love really is unbreakable. The +6/+6 boost to offensive stats is nice too, and if you want you can switch out your C passives and seal to increase his offensive aura instead...after all Corrin is the master of all kinds of friendships.

You will ideally want your partner to run some sort of defensive enemy-phase build so that you can capitalize on '"`UNIQ--item-307--QINU`"' effect. This also means that Corrin will be the one fighting on the front lines to prove his love and not hiding cowardly behind his lover because that's just not attractive at all. Have Corrin run towards the enemy bravely. You will find his +2 to all stats from Yato, '"`UNIQ--item-310--QINU`"' and high attack stat can kill many things, but sometimes he won't be able to kill...basically because he wants his lover to have some fun too! If this happens, have his lover run to him like in the movies, reach out lovingly and '"`UNIQ--item-313--QINU`"' him safely behind. This will activate both '"`UNIQ--item-316--QINU`"' as well as ensure all adjacent buffs are active. Alternatively, if he can kill an enemy then safely Reposition him away from counter attack from the next guy. Afterwards they can share battle stories by the fireplace.

I would recommend Grima (F) as the ultimate waifu for Corrin - with built in '"`UNIQ--item-319--QINU`"', freedom of movement, moderately defensive statline and lack of colorless weapon-triangle disadvantage make her an ideal partner for this build.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Sieglinde W.png Sieglinde (Skill)
Stats: +Atk/-Res,-HP
Click to show/hide build description 
Eirika makes for an excellent supporting unit, capable of buffing her allies for multiple stats. With her refined Sieglinde, she can then take advantage of both the buffs she gives to them, and still benefit from any buffs that they give to her. Because of this, Eirika is very customizable, and work well on mixed teams. This is so she can either give or take advantage of Tactics skills going around on her team, or she could even get indirectly boosted from specialized team buffs. It should be noted that a lot of Eirika's skills are customizable as well for this same reason, but what matters most is that she has some buffing skills to give to her allies.

Weapon: '"`UNIQ--item-334--QINU`"' is Eirika's weapon of choice. It buffs any ally adjacent to her for +4 Atk, letting her be a great team supporter. When given its special effect, she will gain an in combat buff to her stats equal to any field buffs on any ally within two spaces of her. With just Eirika's base kit alone, she can buff +4 Atk and Spd simply by standing next to an ally. With this effect, as long as that ally is near Eirika, Eirika herself also gets the +4 Atk and Spd as an in combat buff. So not only can she support her team, but she'll also be able to help herself and perform even better in battle, making her a stronger combatant as well.

Assist: '"`UNIQ--item-337--QINU`"' is an option for Eirika's Assist. This is essential if '"`UNIQ--item-340--QINU`"' is used as Eirika's B skill, as she can switch places with an ally and buff herself while also buffing her ally, which then grants Eirika a combat buff as well. She could use it to help get into position to tank an enemy hit, as it's best used in tight spaces. However, should any other B skill be used, a dual Rally like '"`UNIQ--item-343--QINU`"' is great to use too.

Special: '"`UNIQ--item-346--QINU`"' or '"`UNIQ--item-349--QINU`"' both work as Eirika's Specials. She'll want something with a fast charge that can give her the upper hand in battle. Moonbow lets her break through sturdier foes, while Glimmer helps secure the victory against matchups that should be favourable for her. Use whichever is preferred.

A Passive: '"`UNIQ--item-352--QINU`"' works as Eirika's A skill to ensure that she'll be able to counterattack regardless of range. She'll be able to retaliate against ranged units this way. Given that she'll be using her Assist on the player phase, she'll want an enemy phase A skill, and Distant Counter is a top notch choice. '"`UNIQ--item-355--QINU`"' is another option for Eirika's A skill. The nature of her weapon's effect requires her to be close to an ally, so this skill aims to boost her Atk and Spd to greater levels. With just her base kit and this skill, she can potentially reach +9 Atk and Spd in combat. +4 Atk and Spd buffing an ally, which Eirika then acquires for herself, and then since she's next to an ally, this skill grants another +5 Atk and Spd. The choice between Distant Counter and Atk/Spd Bond will depend on whether the player wants Eirika to be more well rounded and fear almost no ranged enemy, or improve her melee performance even more.

B Passive: '"`UNIQ--item-358--QINU`"' is a fantastic option for Eirika's B skill. If Eirika uses a movement Assist, like Reposition, then both she and her ally gain +6 Def and Res. This works perfectly with Sieglinde's effect, as this one action will grant Eirika and her ally a great defensive field buff while also granting Eirika an additional defensive combat buff, effectively giving Eirika +12 Def and Res. However, this skill slot is flexible, open to be whatever else the player needs. Notably, Chill skills can help cement Eirika's role as a supporting unit, letting her debuff an opponent further away without even having to look at them, while a -Breaker of some kind can help if the player needs specific unit types to be taken down.

C Passive: '"`UNIQ--item-361--QINU`"' is a excellent option for Eirika's C skill. She comes with it naturally, and when paired with her weapon, she can buff +4 Atk and Spd to any adjacent ally, which she'll be able to gain for herself as well. However, this skill slot is flexible, but it should be for other buffs if necessary, like Tactic skills or Fortify skills.

Sacred Seal: '"`UNIQ--item-364--QINU`"' is an option for Eirika's Seal slot to help improve her combat performance. This will allow her to perform a follow up attack when she's attacked. Eirika will likely be supporting for the most part, and will use her Assist to buff her allies on the player phase, meaning she'll likely see combat on the enemy phase instead. However, this skill slot is also flexible, open to be other Hones, Fortifies, or if the team allows it, Tactics skills.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
+Atk/-Res = 45/59/25/34/17

Ephraim: Restoration Lord can use his legendary version's amazing weapon to accentuate his high Atk & low Spd and become a serious dual phase threat. However, this weapon makes him a bit of a lone wolf, unable to retain his potency while receiving combat buffs. This build makes Ephraim more self-sustaining and brings out his potential. Let's break it down...

Weapon: '"`UNIQ--item-748--QINU`"' is taken because it's effectively a 19 Mt weapon and allows Ephraim to double foes on both phases despite his low Spd. The only constraint here is that Ephraim cannot double enemies when he has more allies than foes within 2 spaces. To help make sure he isn't too close to his allies, he needs the right Assist skill...

Assist: '"`UNIQ--item-751--QINU`"' is the perfect assist skill for Ephraim. If he needs to get in front of a squishy to tank on the Enemy Phase, he can run in front of them and Smite them backwards to put them outside of the Flame Siegmund effective area.

Special: '"`UNIQ--item-754--QINU`"' is a good special for this build, as it increases Arena score and can charge quickly due to Steady Breath in the A-slot. Ephraim will appreciate the healing as well, since he will probably take a good bit of damage due to being doubled by nearly all foes.

A Passive: '"`UNIQ--item-757--QINU`"' is the premier enemy phase skill, since it boosts Def and charges the special so quickly. This is what sets Ephraim apart from Ephraim: Legendary Lord, as his cavalry counterpart cannot learn Steady Breath.

B Passive: '"`UNIQ--item-760--QINU`"' is great for Ephraim, since he will likely be using Smite to isolate himself. Also, if a unit Repositions him to let him charge into battle, he will also get the +6 Def/Res. If these buffs are achieved via Tactic skills or otherwise, then Def/Res Link should be swapped for '"`UNIQ--item-763--QINU`"' to help protect Ephraim even more.

C Passive: Since Flame Siegmund does not have the Atk buff of Siegmund, Ephraim doesn't have to take a support C Passive. This slot is Flexible and can be used for various functions. A popular pick for this type of build is '"`UNIQ--item-766--QINU`"', which is very effective since Ephraim will be around multiple foes for Flame Siegmund to shine.

Sacred Seal: '"`UNIQ--item-769--QINU`"' works well for mixed phase units like Ephraim, but if you need a higher Arena score option, '"`UNIQ--item-772--QINU`"' or '"`UNIQ--item-775--QINU`"' will do nicely as well. Ultimately, this slot is Flexible and should be filled according to team needs.

This build will kill almost any ranged unit found in Tier 19 and 20 in the player phase, and will beat most reds and blues in the enemy phase. With the bulk and damage of a Summoner Support added on, Ephraim will work wonders.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Odin's new Legendary Weapon gives Odin something very unique that no other unit can do: He can fully self buff himself to get the full buffs for a Blade Tome. This makes Odin both an extremely independent unit in terms of setting himself up, as well as also giving a spectrum +6 buff to an ally of his choice.

Due to this unique ability, in addition to Odin's stat spread being entirely skewed towards being defensive, he can easily fully buff himself while relying on the Blade Tome effect to carry his damage to turn into a strong unit with great supporting capabilities. His fairly decent mixed bulk allows Odin to safely run a '"`UNIQ--item-320--QINU`"' set, while his decent speed prevents him from most doubles. Even if Odin is not seeing combat during a particular turn he gets value from passing his turn by buffing one ally fully.

Boon/Bane: Odin's optimal boon is +Atk to help out his extremely subpar attack. His optimal bane is -HP, as it hurts his overall bulk the least.

Weapon: Odin is defined by his weapon, '"`UNIQ--item-323--QINU`"'. Not only is it a strictly better '"`UNIQ--item-326--QINU`"', but it also gives him Atk/Spd Link, allowing to buff both himself and an ally he uses and assist on. Given that Attack and Speed are two of the most important stats in the game this is an extremely powerful ability.

Assist: It is imperative for Odin to have a movement assist. '"`UNIQ--item-329--QINU`"' and '"`UNIQ--item-332--QINU`"' are the go to assists for tanky units. Which one you use is dependent on your other team members, as '"`UNIQ--item-335--QINU`"' is best at getting aggressive units to safety, while '"`UNIQ--item-338--QINU`"' is best at moving around clustered units.

Special: Odin's native '"`UNIQ--item-341--QINU`"' works well, as he will get it off first combat due to his Grimoire not increasing its cooldown. Alternately '"`UNIQ--item-344--QINU`"' also works well.

A Skill: Odin's best A skill is '"`UNIQ--item-347--QINU`"', utilizing Odin's bulkiness, especially after using a movement assist, to counter an enemy that attacks him. By running '"`UNIQ--item-350--QINU`"' and relying on enemies to run into you, it is easier to just commit Odin's player phase move in order to buff someone and get into space, rather than trying to have an ally buff you and then moving into position to attack on player phase.

B Skill: '"`UNIQ--item-353--QINU`"' is Odin's best B skill, as it has great synergy with his Legendary Weapon. A single movement assist gives +6 to all stats to both him and another unit, and since that will be his primary way of acquiring buffs, it's best to just double up on buff value.

C Skill: Odin's C skill is super flexible. '"`UNIQ--item-356--QINU`"' can be good for Odin, as he has high HP for a mage, allowing him to shut down other blade mages and squishy units you come by. Even with a -HP bane, his HP will still be above the vast majority of other mages.

Otherwise, due to the build providing the whole spectrum of active buffs, Hones/Fortifies are not good on him. However, passive buffs like Spurs and Drives work well since they'll stack with the active buffs.

Seal: Odin works best with the '"`UNIQ--item-359--QINU`"' seal, as it ensures that he can double his enemies. While Odin's speed is alright, it's generally not enough to double enemies on his own, so in order to finish off kills '"`UNIQ--item-362--QINU`"' becomes his best seal.

— Soulskourer (talkcontribs)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Atk Spd Link W.png Odin's Grimoire (Skill)
Stats: +Spd, +Atk/-Hp
Click to show/hide build description 
Odin's new weapon and refine have completely reinvigorated him, and now he rises from the ashes of low tier to soar among the skies of high tier units, like a dark phoenix of blazing flame!

At first glance, he simply has a slightly more powerful bladetome with the special penalty removed. While it does slightly improve his combat effectiveness, it's not much of a change. So what's the big deal?

Odin's Grimoire has Atk/Spd Link 3 as its refine. Whenever he uses a movement assist (or has one used on him), it will give him and the ally +6 Atk/Spd. Obviously, such a significant buff is well worth the positioning, but this build's true power relies on its B skill: '"`UNIQ--item-509--QINU`"'.

With this skill, Odin is now capable of giving a single unit and himself +6 in all stats, which translates into a whopping extra 30 damage for himself because of his weapon's effect. Depending on the situation, you can have him nuke something on player phase or you can have him position an ally into the fray with massive buffs.

IVs can be +Attack or +Speed, depending on your flavor. +Speed is preferred because it will give him 35 speed, or 41 after a buff. That's enough to prevent him from getting doubled by most units while also letting him double others. There's nothing wrong with +Attack, but you might need to use the '"`UNIQ--item-512--QINU`"' seal to confirm kills on the enemy phase. -HP is his only real option for a bane, as it will leave his defenses untouched, which lets him duel dragons fairly evenly.

Odin's Assist skill will largely be a matter of taste. '"`UNIQ--item-515--QINU`"' is chosen here because it involves the least amount of map luck; it allows for him to quickly switch with the ally he wants to buff at any place on the map (as terrain allows). '"`UNIQ--item-518--QINU`"' is the most popular of the movement assists for good reason, but there are times where he will be unable to use it effectively because of terrain or close quarters. '"`UNIQ--item-521--QINU`"' or even '"`UNIQ--item-524--QINU`"' are also viable alternatives, depending on how risky you're willing to play.

Special is '"`UNIQ--item-527--QINU`"' for the firepower boost. Because of the amount of damage a fully powered bladetome produces, Glimmer's extra damage boost will often help confirm kills on higher res targets that he cannot outright OHKO. '"`UNIQ--item-530--QINU`"' is also an alternative if he's constantly going against mages.

His A Skill is '"`UNIQ--item-533--QINU`"' to capitalize on his mixed bulk. Odin has 43 HP with a bane and 25/25 defenses at neutral, which becomes 31/31 with his buffs. So long as he has his buffs up, he will be able to tank nearly all red units and KO them right back, along with most blue units.

As discussed above, his B Skill is '"`UNIQ--item-536--QINU`"'. It is the core of this build and is considered mandatory. If you want to squeeze more combat effectiveness out of Odin, it's possible to have someone else run this skill while he runs either '"`UNIQ--item-539--QINU`"' for player phase or even '"`UNIQ--item-542--QINU`"' for constant Glimmer procs. Because it would take away from the self-sufficient nature of this build, it's not considered above, but it's something to think about if you're willing to keep him and his support partner glued together.

C Skill is flexible. '"`UNIQ--item-545--QINU`"' is chosen so Odin can do as much damage during enemy phase as possible if the enemy is grouped up together. However, it's not as important as his other passive skills, so it's really what you really need in there.

Odin's Sacred Seal comes down to what you chose as his IV. If he has +Speed, then he can opt for a stat boosting seal like '"`UNIQ--item-548--QINU`"' to maximize his damage, or '"`UNIQ--item-551--QINU`"' to double more foes. '"`UNIQ--item-554--QINU`"' is also an option to increase his enemy phase effectiveness. If you went +Attack, the same seals can also be used, but '"`UNIQ--item-557--QINU`"' is more reliable because it will ensure he will not miss a double attack.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Icon Move Flying.png Flying

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

A description has not been written for this build yet.