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Deflect Magic/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.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Cavalry.png Cavalry

A description has not been written for this build yet.

Pen.png Creative
Stamina Potion.png Chain
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
This build focuses on three things: being creative, unique, and effective. It's sole purpose is to prevent Winter Chrom from dying in Tempest Trials or Chain Challenge. It accomplishes this by combo-ing Shield Pulse with Warding Breath. Shield Pulse 3 will lower the cooldown of Miracle from 5 to 3 at the start of the first round. As long as an enemy melee unit attacks first, Chrom's Sack o' Gifts will activate, buffing his protective stats, and his Warding Breath will help him gain -2 cooldown on miracle before counterattacking, thus giving him miracle throughout the entire Tempest Trial run, should he die. Panic Ploy 3 and Deflect Magic 3 should help shave off any additional damage, as well as debuffing the enemy.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Click to show/hide build description 
In essence, Fjorm's base kit already is naturally strong. A Distant Counter Lance, a unique and very strong skill, Atk/Def Bond and Drive Atk giving her a strong ally support unit, and Shield Pulse to give instantaneous access to her unique skill. This build focuses on capitalizing on most aspects of that, while also giving variation if you feel necessary.

+Res or +Def give you enemy-phase capabilities that she otherwise lacks, letting her tank more hits from Swordies and Red Mages, while also choosing whether you want to be able to more reliably beat Lances or Blue Mages, as well as Nowi. -Speed has to be the bane, but if you're feeling lucky or aiming for a specific counter to mages, then a -Defense or -Resistance with a boon of the other is viable, since those two stats are still very high for an infantry unit.

Leiptr is the best lance for her, allowing her to fight against Reinhardt, Sanaki, and Halloween Nowi, as well as being able to counterattack Greens (and likely doing a bit of chip before dying to the stronger ones.)

Ice Mirror is an amazing skill, access to rapidfire damage resistance as well as increasing damage if she attacks after it procs (hint: enemy attacks you and on that first hit they activate it.) is awesome, alongside Shield Pulse to give you access to it at the start of the round. However, if defensive skills aren't your fancy and you prefer playing the more ballsy offensive role, Iceberg alongside Quick Riptose, with a +Res boon, lets you have mostly every other round of combat an extra 18 damage flying at your opponent's face. If you run +Def, and are close to an ally and activating Atk/Def Bond a lot, Bonfire also could be a strong option.

A and B slots are up to your choice; do you appreciate sustain and keep Fjorm next to allies for that nice Drive Attack bonus? Stick with her base kit with Atk/Def Bond 3 and Shield Pulse, letting her take brute force from targets to keep your other units safe. Like playing a tad more risky? Fury and Quick Riptose make a dangerous counterattacker that, while definitely carrying less sustain, immediately is a force to be reckoned with on enemy phase against Reds and most Blues not named Effie or buffed Gwendolyn.

C slot has to remain Drive Attack; a Goad that affects all allies is always appreciated. If you want to meme a bit, Threaten Attack also is viable to reduce the attacking power of opponents even further.

Seal slots can really be anything as well. Deflect Magic gives the highest survivability against Magic, notably Reinhardt's Dire Thunder and Rauðrblade units. Close Defense 3 with a +Defense IV makes killing her physically a true challenge with a weapon triangle disadvantage, with 39/39/40 bulk. Replace her A slot with Close Defense 3 from Joshua and that becomes 39/45/46, which makes Blues suddenly start having problems. If this is the case, definitely run Bonfire or Iceberg to get a taste of that beautiful +22/23 damage.


~ by Zoramine
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Click to show/hide build description 
This takes advantage of Fjorm's legendary weapon, Leiptr, her unique special, Ice Mirror, and her fairly high Resistance. This will work on any IV set, but as we all now have a Neutral Fjorm, I've put it there. The assist skill can actually be anything, but Reposition and Swap allows for Fjorm to move other units out of the front, allowing her to tank ranged hits. And Ice Mirror is the best special for Fjorm.

The preferred A skill would be Distant Defense, but as not all of us have Celicas, so Fjorm's default A skill, Atk/Def Bond will do good enough on a Spur and Drive focusing team. Her B skill, Shield Pulse, is key to allowing Ice Mirror to proc as soon as possible, and also enables her to take less damage when it does proc. Her C skill can be whatever needed to fit the team composition, but her default C skill, Drive Attack, is very useful in any situation.

And for the Sacred Seal, Deflect Magic is the preferred, as her Resistance is there to tank Magic users. However, she can tank bows and daggers too if needed, so Deflect Missile is another option.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
Hinata, despite his low speed and awful resistance, can function as an effective red tank due to his acceptable attack stat, amazing defense and above-average HP. This build will take advantage of those traits while not requiring any heroes unavailable at 3* to be used in the process.

IVs: +Atk amplifies Hinata's already acceptable attack start to be more threatening, while +Def boosts his survivability and renders his specials attacks even more powerful. -Spd is used because Hinata's speed is beyond redemption, and Hinata can either nullify doubles with Swordbreaker 3, or allowing himself more with Quick Riposte 1. Be wary of -Res, as while it a complete possibility as is merely sacrifices a dump stat, it also leaves him more vulnerable to mages than before.

Weapon: Ruby Sword+ is his default weapon, and grants him a further increased advantage against green units, allowing him to survive green mages instead of dying through the triangle advantage and 1-shot them in return. it also allows him to hard-wall axes, rarely if ever taking more than 5 damage from them and likely killing them in 2 hits, in large part to his attack and defense stats.

Killing Edge is another option, inheritable from 3* Fir and Lon'qu, that allows him to make use of Ignis, a special that adds a staggering 29 damage to his attacks. This forces him to be very wary of all mages however, as any with 5 or more speed than him will likely kill him in 1 round of combat, irrespective of color. Yes, even Cecilia can kill you if you have a -Spd bane, though not -Res.

Assist: As a tank, Swap lets Hinata reach the frontlines in more situations than Reposition, while losing less ground (for better or worse), allowing him to solidify better positioning most of the time. If your team however is one full of Brave or Desperation asassins that prefer to peel themselves as faraway as possible from enemies after each kill, than it is much more useful to the team for Hinata to carry Reposition as is causes them to be further back from the fight.

It is entirely possible to give Hinata both skills and use Reposition in more situational teams, though Swap is easier to get as it can be gotten from the free or summoned versions of Stahl and Subaki, alongside 4* Seth and 3* Arthur, while Reposition is slightly more exclusive to 3* Barst, 3* Selena and three 5* units (2 of them limited units, the other Olwen).

Special: Bonfire is your Staple option, adding 18 damage to a hit on Neutral Hinata. Swordbreaker allows you to end a round against a Sword with it charged, while Quick Riposte 1 allows you to get doubled and unleash it on an enemy.

Ignis can be used with Killing Edge builds, and adds 29 damage instead, at the cost of the Ruby Sword effect forcing you to be more careful around even Green Mages. Ignis however is more 4* exclusive, coming from 4* Boey and Leon, and from promoting Henry from 3* to 4*. Meanwhile, Bonfire is easier to get, coming from promoting 3* Robin (M) and Tiki (A) to 4*.

'A Skill: Fury 3 is an amazing skill coming from Hinata himself that provides effective all-round bonuses to Hinata, boosting all his stats to avoid OHKOs. Because his speed stat is still low, the recoil damage is balanced out by the reduced damage taken since Hinata's is likely making use of the boosted Def and Res twice, not to mention that the recoil damage cannot quantify the effects of the Atk boost either. No other easy-to-get skill goes as well on Hinata, except arguably Trinagle Adept 3, provided you have a superior weapon to Ruby Sword +.

B Skill: Swordbreaker 3 allows Hinata to duel and double enemy sword units, dealing large amounts of damage to them in addition to his usual anti-green duties. It simply grants him more versatility both on Player and Enemy Phase against his usual targets. Quick Riposte 1, on the other hand, is meant to turn the tide of a battle once only and against any character by doubling them after getting doubled to activate Bonfire and eliminate a threat with no extra effort. However, a lack of Distant Counter to battle mages or Steady Breath to allow the use of Aether/Ignis simple renders Quick Riposte generally inferior to Swordbreaker 3 on this build, though still a sufficient and effective pick.

Should Red Tomes become more commonplace in Arena, R Tomebreaker 3 can be useful for surviving at least 1 round with a mage, especially useful on teams weak to magic, G Tomebreaker is a niche skill for surviving all Green Mages without the use of a Triangle Adept 3 effect.

C Skill: As usual in non-emblem teams, the C Skill is mostly flexible. Options exist like Hone Spd 3 and Hone Atk 3 for buff utility, as well as Panic Ploy 2 from the limited 4* Valter to cripple Blade tome mages. Note that Hinata due to his poor Res not just suffers against other Ploy skills, but cannot make use of their massive stage prescence as well.

Sacred Seal: Hinata's large HP stat can abuse Panic Ploy to cripple emblem teams and blade tome users, bolstering his tankiness against units that could otherwise 1-shot him through the weapon triangle. Deflect Magic 3 is amazing on Hinata due to his tendency to constantly get doubled and thus appreciate the second blow being massively blunted.

Overall, Hinata is a slow yet sturdy bruiser built to sustain several rounds of melee attacks. He's no armored unit, but with his statline, he sure can be just as tough as one.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
While his statline and base skillset are not quite as attractive as Lukas's, his stats are no less impressive given his higher availability. He'll take more investment than Lukas, and has stiffer competition being a sword-weilder, but whether you're a big Hinata fan, a red infantry tank fits better into a particular team or you're working with what you've got, Hinata can become a formidable wall for your team. So long as you can part with giving up having him as a source of easy 4-star Optimal merges.

IVs: A +Def boon is a given for this build since everything that this build wants to do hinges on getting Hinata's defensive bulk as high as possible, giving bonfire a higher kick on activation and letting Hinata tank physical damage more effectively. As for banes, Hinata's Res is abysmal even when neutral so dumping it doesn't change that he's already losing to pretty much every non-green mage in the game, and, unlike Lukas, Hinata has a slightly more workable speed stat when left neutral: it's not amazing, but it is enough to double some armoured units and protect from being doubled by some mid-speed mages. A -Spd bane, however, is equally workable and, while it might sacrifice a bit of flexibility in Hinata's B skill, it allows him to leverage his sizable HP pool to handle one or two magical attacks without falling.

Weapon: Stats is the weapon of choice for this build. Adding a +Def refinement to this weapon boosts Hinata's already sizable defensive bulk by boosting his Def and HP to gigantic levels normally reserved for the bulkiest of armoured units. In addition to this, the natural cooldown reduction offered by this item allows Hinata's special to be charged virtually every time he attacks when combined with his A skill.

Assist Skill: Very high investment is an almost universally usefull assist skill that allows Hinata to assume the role of Enemy-Phase front-line unit while moving other units to a protected position behind him. That having been said, his build does not hinge on it one way or the other, so it can be swapped out for any other skill that your team might need.

Special: Arena is a necessity on this Hinata build. While Alternative may find its place on other builds, reasonably, the one turn of higher cooldown on Ignis will prevent it from triggering every round, will waste some of the efficiency of your Cavalry skill and is often not necessary given that bonfire will already be adding an additional >20 damage every time it triggers.

A Skill: Stats is the linchpin of how this build works. Adding an additional +4 defense every time Hinata is attacked, in addition to his other sources of +Def, means Hinata will often take 0 damage from physical threats. The +1 cooldown reduction on special skills, combined with the lower base cooldown granted by Very high investment means that Hinata will fully charge '"`UNIQ--item-406--QINU`"' after a single enemy attack, allowing him to reliably retaliate with a big punch of damage on the enemy phase.

B Skill: Hinata's build diverges here depending on the IVs that you chose to work with. Resistance bane Hinatas have a bit of flexibility, but '"`UNIQ--item-409--QINU`"' is the preferred choice since it stops heroes that Hinata has a winning matchup against from punching through his defenses with a powerful special that overcomes, or negates his bonus. As a perk, Hinata can get away with Guard 3 more easily than the standard Lukas can since a Res bane Hinata has 5 more base speed than the standard Speed bane Lukas does, rendering '"`UNIQ--item-412--QINU`"' far less essential. Speed bane variants of Hinata, however, have a harder time turning down the very useful Quick Riposte skills. That being true, '"`UNIQ--item-415--QINU`"' is probably more useful overall to this variant of Hinata. Fast sword users are myriad in the game, and even neutral speed Hinatas can get doubled by them. Swordbreaker totally negates that advantage and allows Hinata to turn tough match-ups into complete counters making him an even better physical melee wall. It offers him no help against red tome units, dragonstone wielders or faster spear units, however, so choose your Bane and B-Skill combo to suit your needs or tastes.

C Skill: As with many builds, Hinata's C skill is flexible, however, Hinata can leverage his monstrous HP stat to be a very effective weilder of '"`UNIQ--item-418--QINU`"' or '"`UNIQ--item-421--QINU`"'. The choice of which you use is largely based on availability as both skills are rare, and team composition as Infantry Pulse is far less useful on mixed teams or teams where special charges aren't as important (it's also less useful on teams where you have teammates with higher HP values than the unit with Infantry Pulse, but that's unlikely given Hinata's huge HP stat). Panic Ploy is more positioning reliant, and can totally turn around certain matches, but there is higher competition for this skill's inheritance as it can also be wielded by high HP armour units and against teams without rallies, hones or fortifies, it's completely worthless. Either way, this is a "nice to have" skill and isn't core to this version of Hinata's identity so either skill is usable in most situations, and can be swapped out for any useful C skill without harming the effectiveness of this build significantly.

Sacred Seal: '"`UNIQ--item-424--QINU`"' is the preferred seal here because, even with Hinata's horrible resistance, when paired with his sky-high HP stat, Deflect Magic will let Hinata survive one round against most mages, which is something he absolutely couldn't guarantee prior. '"`UNIQ--item-427--QINU`"' is a reasonable budget option, though, since with many variants of the seal, it has high availability and can help you hit certain break-points for '"`UNIQ--item-430--QINU`"' or '"`UNIQ--item-433--QINU`"', and is usefull even as a non-upgraded '"`UNIQ--item-436--QINU`"' seal. That having been said, as in almost all cases, Sacred Seals are highly flexible and allow you to customize this build in many ways. '"`UNIQ--item-439--QINU`"' for example allows Hinata to increase his enemy-phase defenses to laughably high levels, and '"`UNIQ--item-442--QINU`"' makes him offensively a monster on enemy phase without giving up his B-slot, and while both of these skills are very nice, neither is necessary and both seals are highly HIGHLY sought after by many other heroes, so they might have a harder time finding their way into Hinata's build.

~Sonic The Hedgedawg
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Jeorge's weapon refinement gives him the potential to be a fantastic mage/ranged killer, but due to his low Res and average Speed, he suffers against many quick and powerful mages if he can’t kill them before he gets hit. This build aims to maximize his one-shot potential while covering his weaknesses, allowing him to be useful even in situations where he will take damage.

The core of this build is Parthia and its amazing skill refinement. An Atk boon maximizes his one-hit kill ability, while a Def bane minimizes the damage he takes from mages. Parthia’s damage reduction doesn’t apply to bows or daggers, so it’s less useful to invest in Def. Meanwhile, Jeorge’s damage potential is so great with Parthia's bonus that Glimmer tends to out-damage Moonbow, and so is the preferred special of choice. Moonbow does perform better against high Def units like H!Jakob or W!Tharja however.

The rest of the build is largely focused on increasing Jeorge’s survivability. Mirror Strike (now easily available from the Oliver GHB) gives Jeorge a boost to attack as well as providing him extra protection if he fails to one-shot his target. Notably, the extra 4 Attack allows him to one-shot a neutral B!Lyn, even with a Fortify Cavalry buff. The extra Res can be useful when attacking into dragons as well, as Deflect Magic (and potentially Parthia's effect) do not apply to them. Death Blow is a completely viable alternative considering that this build includes so much damage reflection, as the extra Res is sometimes less impactful in practice.

Vantage gives Jeorge a safety net if he can’t secure a kill or if he has to deal with multiple ranged threats. Savage Blow can be very important, albeit situational, because it lowers the threshold required to one-shot any nearby allies that his target has. With both skills combined, Jeorge can attack into a mage, and whether he kills it or not, he can stand his ground and Vantage-kill potential ranged threats on their turn.

Deflect Magic is a useful seal for Jeorge for a variety of situations, including:

- Tanking Reinhardt, up to and including a +10 +Atk/-Spd Reinhardt with a Hone Cavalry buff, Quickened Pulse, and Moonbow (according to a damage calculator, has not been tested in game yet).

- Tanking mages with Desperation active, though these are rare.

- Surviving a counterattack if he fails to kill a mage that outspeeds him, or has a skill such as Quick Riposte or Bowbreaker. This scenario is also applicable if Jeorge attacks first using Vantage.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
This build aims to utilize Parthia's special skill weapon refinement in order to maximize Jeorge's mage-counter potential, while at the same time assisting the rest of his team in taking down the enemy. The +6 attack the skill gives during combat (against bow/dagger/magic/staff) along with the 30% damage reduction to the first attack (if in combat with a foe that uses magic) synergize nicely in the killing and surviving of mages. Although Jeorge is not the best archer among the Order of Heroes, this build helps make the most of his stat spread and weapon skill, and is versatile for different situations.

Draw Back and Reposition play into his assisting role; Draw Back can be used to prevent an ally from being attacked or just for positioning purposes, while Reposition can be used to take a front-liner out of a mage's range and, potentially, set up Jeorge in a position to counter-attack. Moonbow and Luna are the best special skill options as the defensive reduction helps secure the kill with Jeorge's average attack.

For the A skill, it depends on whether you want to take an offensive or defensive approach; both Mirror Strike 2 and Mirror Stance 2 grant +4 atk/res, but the prior is when Jeorge is the attacker and the latter when he is the defender. Both work great with the Parthia skill, giving him +10 attack when the opponent uses bow/dagger/magic/staff. Mirror Strike 2 is a good choice if you want to kill that one annoying mage, but maybe kill some fliers too. If your team could benefit more from a mage-tanker, Mirror Stance 2 would be the way to go (Death Blow 3/Warding Stance 3 may also be viable options, but given Jeorge's stats with mediocre res and attack, said skills could limit his survivability/killing potential, respectively).

For the B skill, Cancel Affinity 3 is useful when considering all types of mage builds; while the B skill could be worked around and adjusted if lacking a Mathilda/Innes, it is important to remember that this build's primary function is Jeorge as a mage-killer, and with him as a bow unit, the -raven tome + Triangle Adept combination is his greatest threat (mage-wise). Cancel Affinity 3 gives Jeorge the comfort and versatility to be used in most situations. Quick Riposte 3 is another option for defensive play, which allows him to follow-up attack speedier mages.

For the C skill, Breath of Life 3 can help heal up your team in long, multi-map scenarios, or even heal up that tank who took a bit more damage in a matchup than you would have liked. If going the defensive route, I do not recommend using Breath of Life 3, as most of your strategy should involve using Jeorge to bait out mages rather than initiating. Spd Smoke 3 works well both offensively and defensively; whether striking first and debuffing the enemy team or setting yourself up for the perfect counter-attack, it can help your team get an edge over the enemy.

For seals, you want to go with the one that is not already an IV boon. While some builds and units benefit from stacking one, this build stands to benefit from a little of both, given Jeorge's stat spread. Deflect Magic 3 is solely for countering Reinhardt and should be considered if you're building Jeorge more defensively.

If offensive, this build synergizes well with units that can increase Jeorge's mobility (i.e. Reposition, Guidance, Sing/Dance). If defensive, this build synergizes well units that can buff Jeorge's stats (i.e. Rally Attack Speed/Resistance, Hone Attack/Speed).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Speed Plus W.png Excalibur (Spd)
Stats: +Atk/-Res

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Universal Shard.png Low investment
Icon Skill Special.png Flexible
Stats: +Atk, +Hp / -Spd
Click to show/hide build description 
This build is focused on destroying multiple horses 1 after another. The idea on how to use this build is to take advantage of Micaiah's effective against bonus against horses and completely destroying them in 1 hit. Even a -Atk Micaiah is able 1 shot Bowlyn and Reinhardt. How to play this sort of build is by baiting the opposing horse unit and retaliating with a 1 shot. You will then be in vantage range to destroy any more horses which want to take you on.

If you want to tank Bowlyns with brave bows then swap out Deflect Magic 3 for Deflect Missile 3 but this puts you in the red zone for QP +10 reinhardts. If you do get Micaiah to +10 merges then definitely swap out Deflect Magic 3 for Deflect Missile 3 as you will be able to tank a QP +10 +atk Reinhardt WITHOUT horse buff as long as you dont have a hp or res bane. As for IVs, +Hp is optimal as it will make you be able to tank a QP +10 +atk Reinhardt WITH horse buff as long as your bane is not -res.

TLDR; +Hp (if its not -res) Micaiah can tank optimal build reinhardt and bowlyn with brave bow if you have Deflect Missile 3.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Speed Plus W.png Basilikos (Spd)
Icon Skill Special.png Aether / Luna
Stats: +Spd/-Res

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Life and Death W.png Basilikos (Skill)
Stats: +Spd/-Res

A description has not been written for this build yet.

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 
Hey guys, Trinitronity is here. I'm a giant Roy fan, so of course I checked for possible builds for him, but I didn't saw any for the IVs of my Roy...or any that use his original weapon for that matter. So I decided to fix that by making a build to counter blade tome users, with a little help from the FEH Discord server.

Weapon: '"`UNIQ--item-258--QINU`"' with a Res define is the main source of the anti-Blade nature of this build. The weapon itself negates all buffs (including the Blade tomes' additional buffs) while also boosting Roy's resistance even more, just to shield him from tome attacks even better.

Assist: '"`UNIQ--item-261--QINU`"' and '"`UNIQ--item-264--QINU`"' are very common movement assist skills and also really useful. While Reposition is more useful in Horse Emblem teams, Draw Back is still a good alternative.

Special: '"`UNIQ--item-267--QINU`"' works very well as a special, boosting his already good attack by a good margin. Even though the boost in attack is not as high as with Dragon Fang, but having a lower cooldown definitely helps. '"`UNIQ--item-270--QINU`"' will also work well as a special, of course, due to LA!Roy's high Res stats, though you probably want him to be buffed by Fortifies first.

A Passive: '"`UNIQ--item-273--QINU`"' is a really good A passive for both Player Phase and Enemy Phase, since it boosts both his attack and his resistance at the cost of recoil damage. It was originally going to be Distant Defense 3, but due to how hard that skill is to come by, I had to make Distant Defense 3 a seal instead.

B Passive: '"`UNIQ--item-276--QINU`"' and '"`UNIQ--item-279--QINU`"' are two very good B passives an anti-Blade LA!Roy, as they help him greatly with matchups against common blade tome users like Cecilia, Nino and other. Use whichever one you think would be better on your team. I would have included Quick Riposte 3 as an alternative as well, but I wont as long as that skill is still locked to 5-Star units.

C Passive: As with most units, the C passive is open to whatever your team needs most. On a cavalry team, '"`UNIQ--item-282--QINU`"' works very well.

S Passive - '"`UNIQ--item-285--QINU`"' and '"`UNIQ--item-288--QINU`"' are chosen to boost LA!Roy's resistance, shielding him from Blade tome users even more.
Hero Feather Darkened.png High investment

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
This set follows a similar build to that of Seliph’s own father, Sigurd. While Seliph doesn’t get all the perks that Cavalry units get, he still has a a bit of usability.

Divine Tyrfing is a must-have for Seliph, as it allows him to take only 50% damage on the first hit of a magical attack while granting him a free Res + 3. This improves his survivability overall and makes it difficult to OHKO him using magic.

Swap is just there to switch more frail allies out of range of more dangerous threats, while Reposition can be used to propel allies into combat.

Aether is the best option for Seliph because Steady/Warding Breath charges it rather quickly on defense. Additionally, it will heal Seliph by 50% of damage dealt, which will be quite a lot due to Seliph’s recent Atk power. Ignis is another option if you don’t have immediate access to Aether, and packs a powerful punch because of Seliph’s high Def. On top of that, Ignis charges faster than Aether and will likely deal more damage.

Either Steady or Warding Breath 2 can be used, but Warding Breath will help him survive against magic attacks more easily because of the Res +4. Since Seliph is slow, he’s highly likely to be doubleattacked. It only takes two hits to fully charge Ignis and three hits to charge Aether, giving Seliph decent Special uptime.

Quick Riposte 3 allows Seliph to retaliate against faster foes regardless of their speed. It will also instantly charge both Aether and Ignis—activating them if the foe can doubleattack. The only issue is the HP threshold, which can be shut down if Seliph loses more than 30% of his HP. Alternatively, Seliph can run Swordbreaker to at least level the playing field against other Sword wielders. Ignis will charge and activate upon counterattack while Aether will be ready to go for the next attack.

The C Skill is flexible depending on your team composition.

Seliph, unfortunately, doesn’t have access to Sigurd’s Crusader’s Ward. The closest he’s gonna get is with Deflect Magic. He won’t be able to reduce damage taken by archers, but magic is where his major weakness is anyway. Combined with Divine Tyrfing, he’ll only take 35% of the total damage dealt by a two-hit magic attack. This does not affect dragon breaths or staff magic, so beware of them. Distant Def 3 can work, and reduces damage dealt by archers and daggers, but it doesn’t reduce damage from magic by quite as much.

Overall, Seliph is a decent tank who can retaliate rather powerfully with Ignis or Aether. He prefers to play on defense and can soak up magical attacks quite well because of Divine Tyrfing and Deflect Magic. His weaknesses are quite glaring however, and there’s not too much that can be done to alleviate such issues without extensive support by his allies. Additionally, he can’t do much to help his allies outside of positioning skills and C skills.
<br>Other builds using this skill