Defense +/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 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.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Eirika seems to be your run-of-the-mill, supportive, sword unit. She doesn’t have the best stats, but her refined Sieglinde’s effect allows her to become quite the powerhouse. As long as she has a decrease in HP, any stat can receive the boon—just note that Fortress Def will cut her Atk by 3. Her Sieglinde, when refined, will give her 3 HP, so the detriment in HP is negated.

If your team doesn’t have any allies who can buff stats, then give Eirika Rally Def/Res. She’ll be able to provide a buff in all four stats, with the help of her Sieglinde and Hone Spd 3—perfect for Blade tome users! Otherwise, if you wanna focus on repositioning, then go with—obviously—Reposition.

Bonfire is favored for this set because it focuses more on her Def. However, her base Res isn’t too bad, so if you don’t have any other options, you can go with Iceberg instead. Ignis and Glacies can be substituted, but only if you’re running Steady Breath.

Speaking of Steady Breath, this gives Eirika higher special uptime. Her special will charge instantly every time, as long as the foe doesn’t run Guard. However, if you don’t have access to a million Brave Ikes, and you have some Dark Knights or Shiros lying around, you can give her Steady Stance instead. While her special doesn’t charge as quickly, she’ll have slightly more Def as a caveat, so win-win!

Vantage and Swordbreaker are sorta throw-away options. She’s already quite fast—especially with buffs from other allies, so Vantage is the more favored option. It can come in handy if a weakened foe is coming in for the kill.

Hone Spd just provides a Spd boost. If you have a specific team composition that requires a different C Skill, then, by all means, pick whatever fits!

Fortress Def sacrifices some of her Atk for even more Def. When used in tandem with her Steady Breath and Sieglinde buffs, she can reach as high as 41. If you don’t wanna sacrifice her already-low Atk, then Def+3 or Atk/Def 2 can be substituted.

This is a multipurpose set, which can allow Eirika to be both offensive and defensive, if played correctly. However, she still suffers from relatively low Atk and can’t do well against Lance units.
Orb.png Very high investment
Icon Move Armored.png Armored
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With this build, Eliwood becomes a top tier lance unit competing with Christmas Robin, Hardin, and Effie for the best lance unit in the game and potentially the best free to play unit in the game. Eliwood benefits greatly from Ward armor buffs since with the Defense +3 seal and the Resistance Refine for Casa Blanca+ giving him potentially 45 Resistance and 44 Defense making him an extremely good tank. This combine with Distant Counter and Quick Reposte makes it so he can do very well against mages and archers especially against Brave Lyn and Rienhardt. Aether also helps Eliwood as it allows him to be able to kill any unit that has low defense that tries to attack him since he will constantly be at full HP due to him healing, it doesn't even matter if you have Heavy Blade or not. Despite this being a high investment, it is worth it if you want a stellar Armor Emblem Team and have had bad luck trying to get Christmas Robin and Hardin.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Updated version of the existing curated build. Thanks to more skill inheritance options and the brand new ability to forge his weapon, Ephraim is suddenly a lot more viable. This new iteration is based entirely on staying at as close to full HP as possible.

Once again, Siegmund is the weapon of choice here. However, forging it with the new skill effect lets Ephraim make a confirmed followup attack above 90% HP, on top of raising his HP and making this threshold easier to meet. This lets him ignore his lacking speed and focus entirely on tanking, something the previous build couldn't do.

You'll be needing Rally Def/Res and Hone Spd 3 again, though this time Ephraim's got even better at his job. Forging Siegmund improves the attack bonus it grants to +4, granting just a bit more damage and 18 added damage to -blade tomes instead of 16. His Special, however, has changed. Now that the focus is on staying alive instead of max damage, Sol is the preferred special with its new reduced cooldown. Noontime would activate as often as Moonbow, but heals so little compared to Sol it simply doesn't justify it. Additionally, Ephraim's low Spd ensures four actions are always made in battle, meaning he will always activate a 3-charge special if he attacks last. Bonfire works under this same principle, trading reliable healing for high damage.

Because Ephraim's goal is to have as much HP as possible now, Fury won't work here. Instead, we need to beef up his defenses. He'll have 48 HP with a forged Siegmund (53 if you spring for a summoner support), so Earth Boost 3 consistently pushes his defense up high to 43 on both player and enemy phase. If you prefer his player phase presence more than consistency, Sturdy Blow 3 gives him a strong offense while only sacrificing a bit of staying power. To keep the confirmed second attack train going, toss Quick Riposte 3 on him. Its HP threshold is much more generous, potentially letting you get yourself back into Siegmund's HP range with a timely Sol activation. Anything that improves his durability is much preferred for a Sacred Seal: Def +3 makes him a little better on both phases, while Close Def 3 makes him a lot better on enemy phase.

Ephraim's role hasn't changed much from the original iteration of this build, just how it's performed; he's a durable lance unit that's good on either phase and can either fight well on his own or make his allies stronger. Even as power creep settles in, the Restoration King stands tall.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
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This build aims to be as low budget as possible by only using easily available F2P Units and turn Gunther into a fairly decent physical wall. Recommended for new players and people in need of a Green unit for their Horse Emblen Team.

His weapon should be Def refined to increase his decent physical bulk. For his special, you can use Ignis, which you can get from Female Robin after obtaining her from her Grand Hero Battle(GHB). You can also use Luna, which you can get from Valter after completing his GHB. Alternatively, Bonfire from Male Robin or Adult Tiki is also a good choice. For his A-Slot, Def +3 is recommended. You can inherit this skill from Stahl after completing his Hero Battle and upgrading him to 4*. For his B-Slot, you can use Guard 2 to increase his survivability and make him able to survive Reinhardt. That skill can be inherited from Julius (GHB, no longer availlable) or common units like Leon and Titania. Alternatively, Lancebreaker 3, which you can inherit from Narcian (GHB), will help him beat most lance units in this game. For his C-Slot, you can keep his hone cavalry if you want to use him in a Horse Emblem team or inherit Hone Atk 3 from Olivia, who is available from a Hero Battle. For his Sacred Seal, you can give him Close Defence or Defense +1. Upgrading these Seals is recommended. You can use Gunther to force Physical units to approach, as his Bulk is good enough to survive most green and blue physical enemies, as well as many blue mages, including Reinhardt if you use Guard 2. He is also a solid addition to a Horse Emblem team, in which his bulk can become incredible.

If you summon a Gunther, then +Def/Atk/HP are his best boons and -Spd is his best bane. -Res is also OK, but he'll be unable to survive Reinhardt, even if he has Guard 2, when he's unbuffed.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
With this build, Marisa will be able to tank a ton of physical damage, while healing most of her lost hp as well. With Steady Breath she will be able to proc Sol or Noontime in a single turn and heal herself for at least 5 hp every time it procs, however since Steady Breath is a very expensive skill to get, Fury is used instead for those not willing to give up an Ike (Brave Heroes). Wrath will be able to help Marisa to heal even more HP as long as she's in the range. With fury and a Defense Refine on Wo Dao she can get to 37 defense, 40 with a seal. On her slot C it can be really just about anything. With her high HP and high Defense it will be very hard for a lot of units to even scratch her, especially with the constant heals she gets. Attack 3 seal can be used to compensate for her mediocre attack stat but personally I think a defense seal is much better. Because even without Attack +3 seal she can still hit 48 attack with the Refine, a merge, and Fury 3.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build centres itself around making Merric utilise his new gains from the 2.0 update, allowing Weapon Refinery. Notably the greatest addition to his arsenal is the formerly Sonya exclusive Dark Excalibur, essentially a Green Tome Wo Dao. Considerably less situational than his previous Excalibur, of which did bonus damage to fliers, he can now boost his moderately low Attack by an extra 10 damage output each time his special activates. Since he is also more bulky than your average mage (though still a far cry from Boey in that regard), this build aims to find a use for a spare Takumi you may have around and utilise his superior bulk to most mages.

His weapon, as stated earlier, is his newly available Dark Excalibur.

While his assist is indeed flexible, Reposition and Draw Back are the recommended ones.

His special can go one of two ways. If you wanted more damage output, Moonbow works fine and will activate every round of combat due to Quick Riposte. However if longevity is a concern, Noontime recently recieved a cooldown reduction and this can help Merric remain in Quick Riposte range. This is further aided from the Wo Dao effect of Dark Excalibur boosting his damage output and increasing HP recovered.

His A skill is Close Counter, as this lets him retaliate on Enemy Phase on all enemy units.

The B skill, though Quick Riposte is what most would take forward, is indeed flexible. Renewal can be taken forward for, again, longevity. Additionally if you wanted a wider activation range against a more likely foe, then Blue Tomebreaker or Lancebreaker both work as well. It is worth noting that Quick Riposte 2 works fine enough if Quick Riposte 3 is not available.

The C skill is recommended as Threaten Atk 3 as this aids his ability to tank via enemies dealing less damage. Though this is indeed not the only option, a spare Luke or Valter allows for Panic Ploy to be a decent option if HP is not Merric's bane. Otherwise, a simple Spur, Hone, Fortify or Drive skill does fine.

The Seal is very highly recommended to be Close Def from the Less than Heroic Tempest Trials, as this gives Merric more durability against foes Close Counter allows him to face. However if this is not possible then Defense +3 or the equal Squad Ace B works well enough.

While this build does require heavy investment, it is what can be considered a suitable way to use Merric's new capabilities.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
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Using her high defense to tank and counter bow/dagger users mainly Brave Lyn.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
This build allows Sharena to reach a raw 42 Speed and 39 Defense when adjacent to an ally. Coupled with buffs, she becomes a surprisingly good melee tank; she's fast enough to avoid doubles from more powerful units but still has the physical bulk to tank even green units such as Hector. In fact, with both a Chill and Threaten active, Sharena cannot be ORKO'd by any base kit unit. Bonfire is Sharena's Special of choice, as it helps Sharena secure kills on Player Phase (after tanking on EP) that she normally would not get with most other Specials. It also provides a nice and consistent 19 extra damage. The Chills and Threatens are more or less interchangeable; so long as you're debuffing both Attack and Speed, you'll still be able to maximize Sharena's defensive potential. The choice of Sacred Seal is also down to player preference, however Defense +3 and Speed +3 are the most recommended, as both will bolster Sharena's strengths with this build.
Pen.png Creative
Universal Crystal.png Medium investment
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This build is primarily to make a Shiro a good physical tank for the front lines in a battle by trying to enhance his defense stat as much as possible. With Bright Naginata that gives +4 atk/def when attacked, with +def ivs, steady stance, close defense, and summoner support to top it off, that leads shire with near, if not, over 50 def to survive physical attacks on enemy phase. For the assist, swap would be good to get someone in and then back out of a danger area in a battle or to avoid mages as Shiro's res isn't exactly the best. The special should be either Ignis or Bonfire to give a flat rate of damage that is enhanced by Shiro's boosted defense stat. The A skill should be either Steady stance or Def+3 (as budget[comment:he comes with steady stance 3...]) to increase Shiro's defense. The B skill is either vantage or Quick Reposte to be able to land an attack in case if anyone pierces through Shiro's def and knocks down his hp a bit too low so he can instantly fight back after taking a few drops in his hp. C slot selections are Def Tactic (His default skill) or Threaten atk to make allies slightly tanker or enemies weaker in case if allies such as mages, that can't handle physical attackers, can get a slight boost in stats that may allow them to survive. Seals could be either Close Def or Deflect Melee to emphasize Shiro to be pure Defensive Tank.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
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Just the build to use if you only manage to pull the worst Ivs possible.Either you wanna push to try to make up for the lack of attack or just go full defense.You could even take Close counter if you run close defense as your seal to make up for sturdy blow.Infantry Pulse will only if you're on a team with glass cannon like Delthea or bow lyn.This build will work incredibly well when paired with a buffing dancer who can really push his stats to their limits such as Performing arts Azura and New Years Azura.
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium investment
Icon Move Infantry.png Infantry
Icon Skill Assist.png Flexible
Stats: +Def/-Res
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As a budget missile tank, Virion is one of the best choices among the common archers. He is a tool for breaking high-speed Daggers and Bows comparable to Gordin. Virion should have an assist and C-Skill to support the team in some capacity once he finishes his job. +Def/-Res would be preferable, and Bonfire is a luxury, not a must.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
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This build attempts to maximize Zephiel's physical offensive/defensive potential. The use of a Slaying Edge+ (with a Def. Refine) over Eckesachs is to provide a minimal improvement over Arena score and make specials proc faster. The choice of Atk/Def Bond 3 over other skills such as Earth/Fire Boost, Distant Counter, etc. is to allow Zephiel to benefit when placed in a mixed/non-emblem team, while also providing more offensive/defensive potential as long as a unit is next to him. His default B-Skill Wary Fighter is reccomended overall as to prevent ORKOs from pesky mages, with Vengeful Fighter being an alternative if one were to run Distant Counter. Any C-Skill that synergizes with the team he's in will work well. The Attack +3 seal serves to patch up the -2 attack deficit brought by switching from his 16 Mt. Eckesachs to a 14 Mt. Slaying Edge+, though the Def +3 seal can be used to give Zephiel an effective 50 Def when attacked/attacking if he's next to an ally.