Deflect Melee/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 curated builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. These builds have not been reviewed or were reviewed but deemed in need of improvements - thus 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
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
This set aims to capitalize on the new effect of Folkvangr: Brazen Atk/Def 3. Using the prf weapon along with Brazen Atk/Def 3 as an A slot allows for a +14 to Attack and Defense when within the threshold, which is conveniently within 10 damage, so Ardent Sacrifice allows you to reach the mark without combat. Alternatively, you can use Reposition or another movement skill and sustain the necessary damage in combat. The refinement for attack allows for more wins, and the Brazen Atk/Res 3 seal gives him more attacking power and some more Resistance so he can deal with dragons a little bit better. Another option for the seal is Deflect Melee 3, which can help against speedy units. If neither of these are available, Attack/Def +2 also works.

Chill Def 3 works well to soften up bulky opponents, but Swordbreaker 3 is another option if the former is unavailable, as it prevents doubles and allows for easy kills on sword lords. The C slot is flexible, but Threaten Atk 3 is recommended to nullify some damage. However, Threaten Def 3 can be used instead, as it makes opponents easier to kill. Alternatively, you can use Smoke skills, like Atk Smoke 3 or Def Smoke 3, but that depends on your preference. Finally, Bonfire's nuking potential can wipe almost any unit off the map with the +14 to the Defense stat, going from a decent 32 to a whopping 46, allowing him to annihilate almost anything. If you want to ensure your victory, you can use Ignis instead.

This build makes Alfonse one of the most terrifying units in the game, and that's saying a lot, considering him before the Askr refinement update. With this power, the Prince of Askr can finally become the warrior that his kingdom needs.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
While a build with Sol might seem very weird on any unit that isn't L!Ephraim, Ares might be able to fulfill such a role, but in red.

This is an enemy phase build specifically made to capitalize on Dark Mystletainn's cooldown reduction unique effect along with Ares's spectacular defensive potential. His Brazen can make him reach 40 Def very easily, becoming 43 with a +Def IV and 49 if you choose '"`UNIQ--item-68--QINU`"' as a seal for him.

If Ares can double on his first combat he will guarantee that '"`UNIQ--item-71--QINU`"' will proc for every combat onwards (Given that he can retaliate). His Speed is fairly high compared to his father's so this shouldn't be a huge problem, not to mention that axe units are usually slow, so they'll basically be free HP for him.

You should be careful against units with '"`UNIQ--item-74--QINU`"' though, as they might screw up Sol's timing.

Letting '"`UNIQ--item-77--QINU`"' as his A Skill is better because if he cannot heal enough HP to be at full health, the Brazen will kick-in and make him even more durable but at the same time more powerful too, making Sol's sustain slightly better.

This is why '"`UNIQ--item-80--QINU`"' works really well : It will allow him not only to instantly proc his Special if ready, but it will also always activate his Brazen's effect, and the '"`UNIQ--item-83--QINU`"' seal if Ares was to get doubled, meaning that his survivability gets greatly expanded. However, if you want Ares to be tankier no matter the hit he takes, you might want to opt for the Optimal seal instead.

His C skill is really flexible depending on whether or not you want to run him in a Horse Emblem team, but Stats should work in most situations since it will allow him to tank more hits.

Medium investment is the classic go on any horse unit but given Ares's sustank role and the situations he could find himself in, you might see High investment as a better choice.

Since this build is rather budget considering that Ares already comes with Optimal and that the only skills needed are inherited from 3 to 4 star units, you should be able to run it pretty easily.
Pen.png Creative
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Icon Skill Assist.png Ardent Sacrifice / Flexible
Stats: +Def, Spd, Atk, Res/-Hp, Res
Click to show/hide build description 
You’re thinking “A unit with only 14 defence can’t be a close counter tank!” aren’t you? Well, you might be right, but this set tries to prove it wrong.

For the weapon, Nidhogg is essentially a colourless owltome. When next to 3 allies, he gets a buff of +6 to every stat bar HP. Along with ally support, this makes a +8 buff, only from the weapon. Since this applies to every stat, he becomes bulkier and hits harder and faster.

Assist skill is entirely up to the user. Ardent Sacrifice works very well with Vantage, as it allows Innes to lower himself into it’s range. However, with +HP IV, Innes will hit 44 HP with summoner support, so keep that in mind.

Special is also reliant on user prefence and unit Ivs. However, Moonbow remains the most consistent special against high defence units.

Close Counter is the premise of the build, and it works to allow Innes to retaliate against threats. This allows the build to focus more on enemy-phase. Along with his high Resistance, this skill also allows him to combat Dragons to some degree.

Vantage is a great skill to allow Innes to get attacks off when low on HP. This gives him the ability to kill enemies before they get a chance to hurt him. However, if aiming for full on tanking, Dull Close is great at working against buffed unit in cavalry/flier teams.

For C skills, the options are open very wide. Threaten Attack works well to reduce the overall damage that can be dealt to Innes, which is an indirect buff to his defence. Savage Blow also synergizes well with Close Counter and Vantage, which is another point to keep in mind.

For Sacred Seal, the most obvious choice is Close Defence. +6 to each defensive stat upon being attacked goes a long way in helping Innes to tank damage from hard-hitting fighters. If you expect to be fighting higher speed units, however, a Deflect Melee seal can also be used to some effect.

When following the main premise of this build, upon being attacked, Innes will gain: 6 to all stats from Nidhogg 2 to all stats from ally support 2 to all stats from summoner support 6 defence from Close Def seal Assuming all stats are neutral, this bumps Innes from 14 defence to 30 defence. Paired with his HP with Summoner Support, this gives him 70 physical bulk, which along with his speed, allows him to survive many engagements without even accounting for ally buffs.

This build isn’t designed to be running the meta in tier 20 arena, nor was it built by someone who is an expert at unit building. It was built by a fan of Innes who wanted to give him a build I thought would be fun and unique.
Dueling Sword.png Optimal
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.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Icon Skill Assist.png Flexible
Icon Skill Special.png Aether / Sol
Stats: +Spd/-HP, -Res
Click to show/hide build description 
This build utilizes Lucina’s exceptionally high speed by using her low Def and Res to get her into Brazen and Sealed Falchion range with a whopping 62 Atk and 51 Spd which is capable of doubling almost any opponent. Desperation allows Lucina to use her massive Atk and Spd to make a finishing blow without fearing a counterattack. Although she benefits from losing health, she can’t take much damage so her special heals her to where she can tank another hit under the right circumstances. A good choice for a seal is Deflect Melee allows Lucina to tank brave melee units so she doesn’t die instantly. However, a weakness to this build are Swordbreaker builds because despite having large speed, the enemy will make a follow up attack either way and will most likely kill her, and to top that off, she can’t make a follow up so it will be hard defeating the enemy with Swordbreaker.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build aims to use Vantage, Michalis's low Spd, and Deflect Melee to help him duel with melee foes, get the jump on them with Vantage and smash their face in with a powerful Ignis.

Weapon: '"`UNIQ--item-521--QINU`"' is Michalis's weapon of choice. It's a legendary weapon that lowers his Special charge by 1, letting him use the likes of '"`UNIQ--item-524--QINU`"' faster. When given its special effect, it adds an extra 10 damage to Michalis's attack if his Special activates, kind of like a '"`UNIQ--item-527--QINU`"', which is usually enough to decimate his foes.

Assist: '"`UNIQ--item-530--QINU`"' is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger. Flying units use it especially well thanks to their freedom of movement.

Special: '"`UNIQ--item-533--QINU`"' is chosen as Michalis's Special here, as it runs off of Michalis's high Def stat. With his Hauteclere's special effect, it's almost certain to annihilate his opponent. Michalis should actually initiate against a faster foe and purposefully get doubled to help him reach the HP threshold for his skills, as well as bring Ignis's charge down. Then on the enemy phase, he'd be able to strike first and activate Ignis at the same time.

A Passive: '"`UNIQ--item-536--QINU`"' is chosen as Michalis's A skill. As he aims to be in an HP threshold for '"`UNIQ--item-539--QINU`"', he'll also be able to be in range of this skill, granting him a mighty +7 Atk and Def boost during combat, making him hit even harder, take hits better, and powering up his Ignis even further.

B Passive: '"`UNIQ--item-542--QINU`"' is a key component to this set. Michalis is tanky enough to take a hit from a melee foe, and then he'll be able to strike first against any opponent that dares to engage him afterwards. Being able to get the jump on his foes, with heightened stats and potentially a powerful Special ready is a daunting prospect for his assailants.

C Passive: '"`UNIQ--item-545--QINU`"' is an option for Michalis's C skill, being relatively easy to obtain, and being able to help support his flier teammates by bolstering their offenses. However, this skill slot is mostly flexible. Other flier buffs can be considered instead, or even other C skills (like Guidance or a Tactic skill) should Michalis be used on a regular team.

Sacred Seal: '"`UNIQ--item-548--QINU`"' is another key component to this set. Michalis will often get doubled, but this skill mitigates the second consecutive melee strike down to almost nothing, which improves Michalis's survival greatly. This skill is what allows Michalis to safely engage against a faster foe and live, and on subsequent encounters, '"`UNIQ--item-551--QINU`"' will change the order of battle to be as if Michalis initiated, meaning this skill will still be in effect against a faster opponent.
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 
I've found the Deflect Melee seal to be probably the worst Deflect Seal, because it requires consecutive attacks from melee units to function but is restricted to melee units themselves. As a result, the Deflect Melee seal's use is almost exclusively to counter Brave weapons or Firesweep weapons. However, one can harness the power of Firesweep for themselves to exploit its use for a physical tank.

This build can function for any slow, bulky unit able to equip a melee Firesweep weapon (a similar build can be done with Hinata and a Firesweep sword due to Hinata and Oboro's similar stat spread). In Oboro's case, she bolsters a hefty 38 defense with a boon and respectable HP as well. She's a slow unit, easily getting doubled. But getting doubled is exactly what you want in this build, which is why you want a Spd bane to increase the chances of it happening. Atk Ploy works marginally better on her due to her middling resistance compared to other physical melee units, which is also why you want to avoid a Res bane. If you happen to have a Res bane Oboro, you can opt for Threaten Atk, which should work just as well. Just be wary that she'll be even more susceptible to mages.

This build is certainly unorthodox, as Firesweep weapons are used almost exclusively for offense. However, this build abuses the Deflect Melee seal to provide optimal defense. With Aether as a special, Oboro can initiate a fight and make her special trigger go down to 4. On the foe's turn, they will likely attack Oboro themselves, and she will have a whopping 42 defense from Steady Breath. It should ready her special trigger, as she'll most likely be doubled and Steady Breath increases the special charge rate. The bonus here, however, is that she will take reduced damage on the second hit by 80% (assuming you have Deflect Melee 3), essentially granting special charge +4 for one hit (which is likely to be relatively weak anyway). She can then attack and trigger Aether, which should heal her for most of what she lost. Alternatively, you can turn her into a bruiser by giving her Ignis, raising damage output by 30 points sans bonuses.

The only crucial skills here are the Firesweep Lance, Steady Breath, and Deflect Melee. Her B, C, Special, and Assist skills are fairly flexible. I offer skills that help mitigate the enemy's attack, as she can then increase her tanking even further. Renewal can also be used to recover HP, as Aether may not be enough on its own (especially against green foes).
Pen.png Creative
Universal Shard.png Low investment
Click to show/hide build description 
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
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry

A description has not been written for this build yet.

Pen.png Creative
Icon Arena Defense.png Defense
Orb.png Very high investment
Stats: Neutral, +Def/-Spd
Click to show/hide build description 
This unconventional Soliel build is aimed at throwing off any opponents who challenge you in arena, as well as being an effective physical tank that can be effective in the player phase as well as the enemy phase with the right team synergy such as a defensive or offensive support buffer. Soliel has an incredible stat spread, especially with neutral stats, she has the best mix of attack and bulk out of nearly every sword unit in the game. This is why neutral stats are preferred.

Allies: The ally of choice for this build would be New Year Azura. She can run '"`UNIQ--item-1431--QINU`"' in her c and seal slots to grant all allies a defensive boost within two spaces with the added bonus of having a similar effect in her weapon '"`UNIQ--item-1434--QINU`"'. Another good teammate to run with her on this build is Vanguard Ike with '"`UNIQ--item-1437--QINU`"'. As this will increase her defense with a flexible range, allowing for a variety of team formations. Earth blessing is best in this case for the extra ATK and HP in the earth season.

Weapon: Her weapon of choice is '"`UNIQ--item-1440--QINU`"' as it allows for Soliel to strike back during the player phase without fear of being attacked to increase her survivability, which is useful in arena defense. However, while she can't counter attack on the enemy phase, her special helps out with that. If you want the build to be slightly more flexible, then '"`UNIQ--item-1443--QINU`"' is preferred as she can strike back during enemy phase to allow for quicker special charge while retaining the same attack as with the '"`UNIQ--item-1446--QINU`"', with the added bonus of refinement. In this case, it is better to take either the ATK refinement or the DEF refinement. The refinement will also help increase her HP which is slightly lacking.

Assist: For her Assist skill '"`UNIQ--item-1449--QINU`"' is preferred as it allows for tight and more co-ordinated movement between team members, something that is crucial to this build as she prefers to have supportive buffs from her team to increase her destructiveness and tankiness. Other team members should be running '"`UNIQ--item-1452--QINU`"' OR '"`UNIQ--item-1455--QINU`"' / '"`UNIQ--item-1458--QINU`"' for greater movement options among the team.

Special: Her only preferred special is '"`UNIQ--item-1461--QINU`"' so that her tankiness is ensured. An ally running '"`UNIQ--item-1464--QINU`"' will give her special an instant charge. (Be mindful of the HP increase from refinements and blessings)

Passive A: Depending on the weapon choice her preferred passive should be '"`UNIQ--item-1467--QINU`"' as the main utility of this build is Soliel's frontline physical tankiness. This passive is more synergistic with the '"`UNIQ--item-1470--QINU`"' as it grants her more defense than steady breath and there is no need to make the cooldown faster. With '"`UNIQ--item-1473--QINU`"' her preferred passive is '"`UNIQ--item-1476--QINU`"' because she can't counterattack. Meaning that she will need her special more often as the fight will be more drawn out.

Passive B: The absolute best B Passive for this build is '"`UNIQ--item-1479--QINU`"' because it grants her a special cool down of -2 and reduces damage when her special triggers by 5 to increase tankiness. No other passive synergises with this build so well.

Passive C: This passive is flexible, but her default passive, '"`UNIQ--item-1482--QINU`"' and '"`UNIQ--item-1485--QINU`"' are preferred depending on how you wish to support your allies with this build.

Sacred Seal: Finally, her sacred seal has two options. You can either run '"`UNIQ--item-1488--QINU`"' for that extra bulk or you can run the more situational but more effective '"`UNIQ--item-1491--QINU`"' to act as a second, more powerful Pavise for when the opponent doubles Soliel. (Such as against an Ayra).

(Side note: This untested so i don't know if it works, but if Pavise activates on the opponent's second hit with deflect melee, the effects could stack and block at least 100% of the damage providing that it is an adjacent attack. Probably not how it works though.)