Def Smoke/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.
Orb.png Very high investment

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Speed Plus W.png Giant Spoon+ (Spd)
Stats: +Spd/-Res
Passive Icon C.pngDef Smoke 3.png
 Def Smoke 3 / Flexible
Passive Icon S.pngAttack Plus 3.png
 Attack +3 / Flexible

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
Icon Move Cavalry.png Cavalry

A description has not been written for this build yet.

Dueling Sword.png Optimal
Orb.png Very high investment
Click to show/hide build description 
This build utilizes Ares’ high attack and merge potential along with his weapon allowing constant bonfires with priority due to vantage.

Once Ares has activated vantage and brazen atk/def he will win against all fliers, all cavalry except Veronica and B!Lyn, all infantry except Lukas, and will survive against nearly all meta tank units.

My +10 has served me better than any other unit, he’s even the star of my aether defense and wins around 80% of battles.

69.62.210.59 16:56, 27 July 2019 (UTC)
Dueling Sword.png Optimal
Universal Crystal.png Medium investment
Speed Plus W.png Yato (Spd)
Icon Skill Assist.png Flexible
Stats: Flexible,+Res/-HP
Click to show/hide build description 
This build is designed to take advantage of the sizeable stat increases offered by the '"`UNIQ--item-233--QINU`"''s other refines. Simply by choosing the spd refine, Corrin gains +5 spd/HP and +2 atk/def/res on top of the 16 mt of a legendary weapon, giving him a (neutral) statline of 47/50/37/30/26. Adding '"`UNIQ--item-236--QINU`"', he achieves a powerful 55/42 offensive statline, while still keeping respectable 25/21 defenses.

The '"`UNIQ--item-239--QINU`"' sacred seal is vital in this build for ensuring one-round special activations, and therefore kills. The recommended specials are '"`UNIQ--item-242--QINU`"', for guaranteed damage when Corrin is expected to take a hit in the first round of combat, and '"`UNIQ--item-245--QINU`"', for the situations where Corrin might not take a hit. There are two options for the B and C slots, both meant for slightly different phases. The first option, '"`UNIQ--item-248--QINU`"', is more player-phase oriented, and would synergise well with Glimmer, letting Corrin kill without getting hit himself. The C slot is left for whatever fits best with the team. The second option, '"`UNIQ--item-251--QINU`"' and '"`UNIQ--item-254--QINU`"', is meant for killing one unit, slapping the rest of the enemy with -7 def, and killing the rest with Vantage.

The specific IVs +Res/-HP plays with +4/-4 IVs and a very balanced defensive line of 25/25 (30/30 without '"`UNIQ--item-257--QINU`"').
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
What was once a joke has turned into the enemy's worst nightmare. Megalodon Pup was born of repeated Donnel summons, and reaches its full potential at +10. However, this build works with any merge level. Slaying Lance+ and QP/Wrath work in tandem, allowing him to go ham as soon as possible. -HP/Res puts him at a disadvantage, but is the least offensive bane in his kit. No unit of Intsys born can defeat him now--Surtr wishes he were Megalodon Pup.

Weapon: Slaying Lance+ is already a good choice for many units, and honing it for Atk only improves its utility. With this lance in his gilded, divine hands, Pup can easily one-round KO many red units. When wielding the spear, his Luna cooldown is set to 2--if he it hits 0, it's over for the next unit that dares come near him.

Assist: Reciprocal Aid can be used in a pinch to knock Donnel's HP into the Wrath 3 threshold, and Swap allows him to pluck an ally out of a tight spot.

Special: Luna is the bread and butter of Megalodon Pup. Its cooldown of 3 becomes 2 with the Slaying Lance+, 1 with QP or Wrath. Upon activation, Pup turns into a steamroller, clearing a path through any unit that dares enter his line of sight.

A Passive: When I woke up one morning, my Hector was gone and suddenly Donnel had Distant Counter. DC allows Donnel to tank incoming fire and retaliate in full force, even using his special if it is ready. No one is safe.

B Passive: Wrath is a fitting name. Megalodon Pup is in his element as soon as he crosses Wrath 3's threshold, allowing him to rapid-fire specials faster than Octomom pops out babies. The skill's +10 to special damage turns Luna into a gamebreaker, allowing Pup to kill even the buffest green units.

C Passive: Def Smoke changes Pup from a local threat into a regional one. Imagine being the enemy: A small man in a pot hat kills your friend, and suddenly your Def is reduced by 7--and you're next on his chopping block. The debuff not only allows Pup to swoop in and pick off other units, but nearby allies can also take advantage of it.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment

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
Nidhogg W.png Nidhogg (Skill)
Icon Skill Assist.png Flexible
Icon Skill Special.png Iceberg / Flexible
Stats: +Spd/-Def
Passive Icon A.pngAtk Spd Bond 3.png
 Atk/Spd Bond 3 / Flexible
Passive Icon C.pngDef Smoke 3.png
 Def Smoke 3 / Flexible
Passive Icon S.pngSpd Smoke 3.png
 Spd Smoke 3 / Flexible
Click to show/hide build description 
 
Orb.png Very high investment
Icon Skill Assist.png Reposition / Flexible
Stats: +Atk, -Spd
Click to show/hide build description 
This build aims to mimic the popular Distant Counter set of Reinhardt: Thunder's Sword. Though Reinhardt has the advantage of higher movement and resistance, Keaton possesses much higher attack, higher HP and defense, and increased damage on his special skill while transformed. Since Wolfskin Fang strikes twice on both player and enemy phase, frailer foes will think twice before initiating against him, even ranged foes thanks to Distant Counter. His infantry status also grants him access to Null C-Disrupt to prevent even users of Firesweep weapons or Dazzling Staff from initiating without consequence, though Null C-Disrupt is a skill that is rather difficult to come by. Vantage is a very good alternative, rendering Keaton nigh-unbeatable after he's already taken damage, except against the strongest of blue units. The C skill slot is flexible as always, with Defense Smoke as probably the first choice, but really anything works here. The S slot is similarly flexible: Fierce Stance increases the power of his counterattack even further, Attack +3 provides a smaller boost that works on both phases; Distant/Close Defense, Renewal, or Chill Attack further increase his survivability, and so on. Both the C and S slots are very flexible, so experiment to find what works for you.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
Keaton really is just an infantry Swordhart. /s

This build attempts to give Keaton a strong yet affordable kit that requires no investment from any 5-star units while making sure to capitalize on his insane Attack to make him as effective as possible on the get-go regardless. Special thanks to Panne for making Def Smoke 3, a then event-locked skill, available for free at 4 stars!

What's amazing with Keaton is that not only he comes with a weapon that ensures him double attacks regardless of phase, but he also comes with '"`UNIQ--item-129--QINU`"' in his base kit which allows him to abuse specials like nobody else to absolutely annihilate anyone on his path.

In terms of specials, '"`UNIQ--item-132--QINU`"' or '"`UNIQ--item-135--QINU`"' are the two options: Whichever you pick is up to preference and depending on the boosts Keaton receives in battle. With a +Atk asset and such a kit, both specials grant about the same additional damage on initiation without accounting for any exterior potential bonuses. Another option is an AoE skill such as '"`UNIQ--item-138--QINU`"', which is sure to cripple the target and any neighboring foes thanks to Keaton's stat spread.

Keaton doesn't need Speed; what he needs is Attack to maximize the damage potential of his two hits. As a result, '"`UNIQ--item-141--QINU`"' is the much preferred A passive to increase his attack stat by +6 on initiation during combat.

'"`UNIQ--item-144--QINU`"' is just amazing - no explanation needed. There's no need to change it, and he needs it for quick special activation.

As always, there's no real set rule for the C passive, but '"`UNIQ--item-147--QINU`"' is a strong contender, as it allows Keaton to reduce the bulk of any neighboring foes so he can strike them harder if they initiate on him. Besides, Panne has it at 4 stars, so why not have your beloved wolfskin enjoy it for free? Really, though, as always, adjust the C passive depending on team composition.

'"`UNIQ--item-150--QINU`"' is the Sacred Seal of preference and what, when paired with '"`UNIQ--item-153--QINU`"' and '"`UNIQ--item-156--QINU`"', allows him to fire his devastating Specials thanks to his immense Attack stat helping in lowering the Special cooldown. This way, he'll be able to fire his special every combat after the first.

Just protect your local wolfboy from mages and strong blues, okay?

Miguling (talk) 13:11, 23 February 2019 (UTC)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
Boosting Def/Res as high as possible with focus on Def to prevent Follow-up attacks from foe.

Weapon: Great Flame is the core weapon and all you need really.

Assist: Reposition is best for flying units but this is flexible.

Special: Bonfire or Ignis if you don't mind additional charge.

Passive A: Fort. Def/Res 3 for +6 to Def/ Res.

Passive B: Quick Riposte 3 is basic for follow-up attacks to cover for Myrrh's low Speed. This is flexible though.

Passive C: Pretty Flexible. Can be creative. Hone/Fortify Dragons for Dragon emblem. Hone/Fortify Fliers for Flying Emblem. Odd/Even Def Wave for additional Defense. Def Smoke or Threaten Def to reduce enemy Defense for Great Flame activation.

Sacred Seal: Flexible again, use as needed. Iote's Shield to prevent bow effectiveness. Close / Distant Def for additional stats for bulk. Heavy Blade can be used for more offensive Special use.
Dueling Sword.png Optimal
Hero Feather Darkened.png High investment
Icon Skill Assist.png Draw Back / Flexible
Stats: +Atk,+Spd/-Def,-HP
Passive Icon C.pngDef Smoke 3.png
 Def Smoke 3 / Flexible
Passive Icon S.pngBrazen Atk Res 3.png
 Brazen Atk/Res 3 / Flexible
Click to show/hide build description 
Nina's can use her high speed for an archer to naturally perform a follow-up attack even after the -5 speed from Brave Bow, allowing her to attack 4 times in one round of combat. This build performs similarly to Setsuna, but due to Nina's higher Res, she can effectively run Iceberg and Ploys in order to increase her damage, while her higher Atk gives her good damage even without merges. Quad Nina is most effective when paired with 3 Wings of Mercy dancers to solo the toughest of PvE maps, such as Abyssal Legendary Hero Battles.

+Atk or +Spd increases Nina's damage output, while -Def is an ideal bane due to Nina's already terrible physical bulk. -HP also works, but try to avoid -Res as Nina has the Res to use Iceberg and Ploys. A 3 charge special, such as Iceberg or Luna is preferred, as Nina's first 3 attacks will charge it ready for it to be fired on the 4th. Iceberg offers consistent damage based of Nina's high Res but Luna can help punch through the bulkiest of physical walls. Draw Back is a good positional assist that lets Nina aid allies without placing herself in danger on the Enemy Phase, but if run with Dancers, Reposition is ideal in order to keep Nina in front ready to attack for the next turn.

Fury gives Nina a good offensive boost, and is chosen over other options like Swift Sparrow and Life and Death in order to increase her visible Res, helping her land ploys and powering up her Iceberg. It also lets her safely enter Desperation range in order to fire off 4 hits before retaliation, which can be crucial against DC melees and dragons. The Brazen Atk/Res seal synergises well with the Fury + Desperation combo, increasing her damage by 31 each quad if she gets her special off, while also helping her tank enemy mages- with a +6 Res buff and drives, Nina can occasionally tank an Abyssal mage or staff even at 1HP. Darting Blow and Atk/Spd2 are also options, both of which can compensate for speed on a +Atk Nina. Def Smoke shines when Nina is supported by multiple dancers, effectively pumping up her damage by 28 on nearby targets after first. Other options for her C and Seal include Ploys; Def Ploy works off her good Res stat in order to increase the damage output of a quad by up to 20 if it lands. Similarly Spd Ploy can help her turn doubles into quads. However her C and Seal are flexible. Spd Smoke, Savage Blow, Atk or Spd Waves and team buffs are all options.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Ya boy Roy is better than he appears with the right skill inheritance, considering he is one of the easier units to merge. With the unique weapon refine of a Quick Riposte 5 equivalent, combined with good enemy phase defensive/ speed stats, the following is the S tier build that works best on mixed blessing teams that boost attack or speed.

IVs: The best IVs for this build is a speed boon and health bane. The speed helps him double on offense and not get doubled on defense, and the other stats are necessary to be at full strength.

Weapon: Binding blade is the only weapon with Quick Riposte built in thanks to an amazing weapon refine, so there is no need to consider another weapon. It also increases enemy phase defense, which is necessary for baiting, and is effective against dragons during a dragon dominated meta.

Special: The idea of the special is to make it so on his player phase attack the special will be ready. Since his attack stat is rather average, even Quick Riposte and Moonbow is not guaranteed to be able to finish off the enemy you bait. However after the first encounter (as long as Roy did counter), Draconic Aura or Dragon Fang will ready for his Brazen/desperate counter attack (draconic aura will trigger on the first hit, dragon fang on the second).

A Passive: The new meta are the Brazen skills. The attraction to these skills is that the stat increase is based off health instead of phase, so can be used in either phase. Similar to Lady of the Plains Lyn, Roy is special because his weapon allows him to combine 2 high tier B passives that have good synergy with a brazen skill. For Roy, there is a greater health range of 50%-75% rather than 70%-75% to activate all his passives at once, effectively making him a dual phase monster.

B Passive: Desperation is a great passive to take advantage of Roy's high speed stat. After you bait the other team allowing them to hit Roy once, odds are, his health will be between 50%-75%, so all his passives will be activated, making his Brazen boosted counter attack (53 atk/ 41 Spd) led by offensive specials very satisfying to watch.

C Passive and Seal: To make the teams retaliation even more lethal, Roy can run 2 debuff skills as long as he is the bait. Smoke skills are the much more effective and more expensive options, but alternatively threaten skills can also work. Team composition and availability should determine what to debuff, so it is up to the user. The point of it is, Roy will survive the enemy attack, debuff the entirety/most of the enemy team, and have boosted stats/ desperation for his counter attack.

Roy can be a viable sword unit to invest in since he is a lot more common than the S tier sword units, making him more mergable and having choice IVs, and is one of the only units that can be strong in either phase at the same time
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Speed Plus W.png Juicy Wave+ (Spd)
Icon Skill Assist.png Flexible
Stats: +Atk,+Spd/-HP,-Def
Click to show/hide build description 
Of all blue mages, I find Tailtiu to be one of the most flexible. Her statline is fairly potent, she has high availability as a 4-star unit, and she doesn't have a prf weapon forcing her into a specific niche. And, as a blue mage, she can easily decimate the endless supply of red units in the game.

To begin, we'll discuss her IV spread. As an offensive unit, her attack and speed should be prioritized over her defensive stats. Depending on the variation of the build you go with, you'll want different boons; as for a bane, she'll always prefer a defense bane over anything else. If you choose to utilize Brazen Atk/Spd or can reliably buff her speed with allies, an attack boon should help push her into more potent territory. If you choose standard Life and Death and don't have speed buff support, she'll likely want a speed boon to compensate. A defense bane would be the most useful to her, however an HP bane can help lower the Brazen threshold.

Her weapon will likely be the most difficult thing to find; the Juicy Wave+. You'll have to pry it from a Summer Camilla, though its built-in Desperation will prove a key feature in this build. Refining it for speed will be the most useful.

Her assist is totally flexible. Her built-in Rally can be used to score slightly higher in Arena over a movement assist, if I'm not mistaken. As for her special, a 3-turn count special will be prime. Draconic Aura can be used for more consistent damage (Roughly 17 points of damage when in double-Brazen range, sans other buffs), while Luna may provide good res-tank-cutting territory. My Ishtar finds herself in a similar condition choosing between the two, and I must say Draconic Aura is significantly more reliable. That said, I'm just writing this on a website. I'm not a cop. Live your life.

Her A-Skill provides some options. The best option is Brazen Atk/Spd, as the HP threshold from that is practically the same as that of the Juicy Wave+. And this skill is not unreasonably rare; it can be attained using some heroic grails and some feathers to promote a Linus. However, it still is pretty expensive. A cheaper alternative is Life and Death, which can be found on a 4-star Sothe. Just note that it will put her in risky physical range with a physical soak in the low 50's. Her Seal should be Brazen Atk/Res to just further her damage output more. Likewise, you may use Atk+3 for reliability's sake.

Her B-Skill will likely be the second-most difficult thing to find: Special Spiral. While currently only found on Lewyn, he IS in the regular 5-star summoning pool, making him slightly less rare than Summer Camilla. The main catch with Special Spiral is that it takes up the B-Slot, making it compete with skills like Desperation and Vantage rather than synergizing with them. However, there are three Desperation weapons in the game (Maybe four or five, if you count prf weapons): Juicy Wave, Fishie Bow, and Starfish; the Sketchy Summer weapons. Thus, this is a work-around for this competition between skills. In a similar sense, this build can be run on dagger and bow units as well, given the fodder. Though the units who originally possess these weapons are prime candidates to begin with. Thus, this is where the gist of the build is. Special Spiral reduces the Special count to essentially 1, and the Juicy Wave+ will allow Tailtiu to attack twice (one of which will be a special proc).

Her C skill is flexible as well. Def Smoke may help physical allies in the Arena score some kills. Atk or Spd Wave can be used to bolster her offensive prowess. It depends on what you have and what you need from her.