Distant Counter/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.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored

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
Icon Move Armored.png Armored

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.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
This set for Arden replaces his own Brave Sword with a Slaying Edge. Instead of a Player Phase monster, this set makes Arden a formidable Enemy Phase fighter. '"`UNIQ--item-137--QINU`"' is the A passive of choice and allows Arden to counter both melee and ranged units. Thanks to his high HP stat of 60 and very good defense, very few enemies will be able to KO Arden before he can hit back, which means they'll have to take at least one hit in return.

This is where the rest of his kit comes in to play. Thanks to the cooldown reduction of '"`UNIQ--item-140--QINU`"', Arden will have '"`UNIQ--item-143--QINU`"' ready for his first counter. Combine this with his great Attack stat and Arden will prove that he is indeed Strong and Tough. An Attack refine and the '"`UNIQ--item-146--QINU`"' Seal are chosen to make him retaliate even harder. As an alternative to Glimmer, '"`UNIQ--item-149--QINU`"' can be chosen instead in conjunction with '"`UNIQ--item-152--QINU`"' to counter with a Bonfire-fueled attack. However, be aware that this only works for the first combat.

In his B slot, Arden can choose to keep his own skil, '"`UNIQ--item-155--QINU`"', as it allows him to counter twice so long as his HP is above 50%. This means he'll almost always fire off a Bonfire every combat so long as his HP is higher than 50%. Another option is to run '"`UNIQ--item-158--QINU`"' instead. Since this set means that Arden will likely be taking damage before he can counter, chances are that he will drop 75% HP to activate Wrath, which adds a flat 10 damage any time he uses a special. Note that this skill chekcs for hp during combat, so even if Arden starts combat higher than the activation threshold, if his HP is below the threshold when he uses his special, Wrath's effect will go off. Wrath will also reduce Arden's special cooldown by 1 at the start of the player's turn when Arden's HP is below 75%.

Lastly, his C slot can be used for '"`UNIQ--item-161--QINU`"'. Since Arden has one of the highest HP stats in the entire game, he can reliably proc Panic Ploy on his enemies. Otherwise, Arden can run an Armor buff when used in Armor Emblem, or a different buff when used outside of Armor Emblem
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build takes a different approach to abusing Dark Mystletainn, in which it attempts to use AoE specials in order to knock hordes of enemies down to 1HP or the like and finish them off on enemy phase. On turn 1 you start out with 3 CD on your special due to Dark Mystletainn's lowered cooldown, which is further lowered by Quickened Pulse bringing it down to 2. From there, you must find an enemy that you do not die to in one round and either attack them or manipulate them into attacking you. You should now have your AoE special charged and ready to activate for the next turn. If attacking, Hit and Run helps substantially by getting you out of harm's way after the round of combat with team support in the form of a dancer or Reposition. However, Vantage helps more if you plan to tank enemy phase and for the following turns. From there, whether he was danced or the next turn rolled around, Ares can proc his special and nuke the field, hitting once during combat to finish off the targeted unit to bring his cooldown to 2. Dark Mystletainn then activates after combat, recharging his special to full, ready to activate from a dance or following turns. Any enemies that were caught up in the blast will now suicide into Ares, getting hit first due to Vantage 3. This build works exceptionally well in GHBs or BHBs where enemies are clumped up already, but can also work well in regular arena or arena assault. Distant Counter is the best A slot skill for this build, as it lets him retaliate on ranged units that he would hit with his AoE special. Close Def 3 is the second best option, as in tandem with the seal, lets him tank nearly any melee range hit on enemy phase. Atk Smoke 3 is the best C slot skill for this build, as it minimizes the damage that he takes when tanking. +Atk IV is optimal for maximizing AoE damage, and -HP is the best bane as it takes away the least from his bulk. -Spd is also viable if you are running dual Close Def 3, as it makes his initial charge requirement easier to get since he will be doubled more often and thus gain the 1 extra charge.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This set is somewhat similar to the Pain+ sets that staff units tend to run around with. Get your special charged up, activate painful AoE damage, and continue to do so, while negating any type of resistance with Vantage 3 when at low enough HP.

An attack boon is absolutely mandatory for this set to truly shine, however it can still work even without it. The bane largely won't matter too much, so long as it isn't attack, but Res or HP are usually the go-to on banes for this set. Only go defense bane if arena score matters, otherwise, you will likely need the defense to get your special charged up in the first place.

Reposition is a staple on most teams, but it is especially crucial on Ares if you employ hit and run tactics with him. Special is basically a choice between a larger effect of spread damage for less overall damage, or a larger damage output for less overall spread effect. This one is completely up to your discretion. It is worth noting that Growing Wind has the same spread range as Pain+.

A Passive really depends on how much resources you have, or how much you value it. As of writing this, melee units dominate the meta, so it might not be a bad idea to roll with Fury 3 to increase the overall attack power of Ares, and ease of turn 1 baiting. Fury 3's bleeding damage also will help him get into the Vantage 3 threshold he needs. But if you're feeling bold, Distant Counter will allow him to negate any type of resistance 2-range units will try to put up when in Vantage 3 range and he's already popped his special.

Vantage 3 is the bread and butter for this set, and is the reason why this set functions as it should. You drop to this threshold after applying the AoE damage you need, and watch as the enemies run into Ares like lemmings. You must be wary of Firesweep, Windsweep, Dazzling, Sacae's Blessing, Hardy Bearing, and any of the Hoshidan Festival daggers however, otherwise you risk getting blindsided.

Savage Blow 3 inflicts even more damage spread on top of the spread damage your Special inflicts, further closing the gap Ares needs to finish enemies off on the enemy phase.

Quick Riposte 3 might be an oddity for a set potentially running Fury 3, but you will need a safe way to activate your special to begin with. Just let an axe unit charge at you, or something. Bonus points if said axe unit immediately brings you into Vantage threshold.

All in all, that explains this entire set. It isn't completely bulletproof, however. The aformentioned skills that negate counter attacks, and other skills that negate Vantage 3 will end up being the demise for Ares. As well, Vantage 3 is the key to his set, but it can also be his downfall. If he has no safe way to get into Vantage 3, or the enemies he can bait doesn't deal enough damage, then he might not be able to do his thing, especially if blue units are left alive. Positioning is key here, so do not let anyone get out of the range of fire for Ares, because a Wings of Mercy 3 unit with full health can easily turn his day sour.

Play your cards right, and you have a landmine waiting to detonate. Falaflame (talk) 02:29, 11 September 2018 (UTC)
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
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment

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
Speed Plus W.png Slaying Edge+ (Spd)
Stats: +Atk,+Spd/-Res
Click to show/hide build description 
Ayra boasts good Atk and excellent Spd, decent physical bulk, and a unique, powerful, fast charging Special in Regnal Astra. This build plays to her strengths, and aims to fire off her Special as much as possible to wreak as much havoc as she can.

Weapon: '"`UNIQ--item-189--QINU`"' is Ayra's weapon of choice. It reduces '"`UNIQ--item-192--QINU`"''s Special charge down to 1, making every other attack done by her even deadlier.

Assist: '"`UNIQ--item-195--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.

Special: '"`UNIQ--item-198--QINU`"' is Ayra's Special, unique to her, and adds damage to Ayra's attack based off of her Spd. It adds a pretty good amount of damage considering how fast Ayra is, and this lets her break through a lot of opponents, especially when backed by '"`UNIQ--item-201--QINU`"'.

A Passive: '"`UNIQ--item-204--QINU`"' is a great choice for Ayra's A skill. This way, even ranged opponents will have to engage Ayra at their own peril, lest she respond with Regnal Astra fully charged. '"`UNIQ--item-207--QINU`"' is another good choice, trading the ability to retaliate at a range to making her player phase presence even stronger.

B Passive: '"`UNIQ--item-210--QINU`"' is Ayra's B skill. If Ayra gets injured enough and activates her Special, it'll be even stronger. Afterwards, this will help charge her Special faster as well. This means she'll almost always have Regnal Astra at the ready to annihilate another foe.

C Passive: This skill slot is flexible, open to be whatever the player needs. A buffing skill, like a Drive or a Tactic skill could suffice, but this is up to the player's discretion and team composition.

Sacred Seal: '"`UNIQ--item-213--QINU`"' is Ayra's Seal. It may seem a bit redundant on the enemy phase, seeing as how she'd only need to take one hit then to charge her Special, but it allows her Regnal Astra to be charged right off the bat, meaning she can walk up to any target and unleash her Special immediately. This makes her a very dangerous opponent on either phase. If she exchanges blows with an opponent on the player phase and they somehow live through the first Regnal Astra, and they're slow enough to get doubled, then they'll have to take another one, which should more than suffice to do her opponent in. However, she does have other options as well, making this seal slot a little flexible. '"`UNIQ--item-216--QINU`"', despite her already lightning fast speed, can absolutely ensure that she can perform a follow up attack, especially against opponents that can prevent follow ups. '"`UNIQ--item-219--QINU`"' can help her take a hit from a ranged opponent.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
A simple '"`UNIQ--item-195--QINU`"' set designed to improving the survivability of most types of teams in Arena. Reinhardt in particular is still a pain in most teams’ sides due to his movement and insane power; for flier teams in particular this necessitates similar build on the likes of Camilla and Narcian. Additionally, the surge in popularity of newer threats such as refined Lightning Breath+ Nowi and Distant Counter Effie may push your team into having a dedicated all-purpose unit against such threats. Thus, the combination of '"`UNIQ--item-198--QINU`"', Distant Counter, and '"`UNIQ--item-201--QINU`"' enables Azura to perform such a role while also providing stellar utility with '"`UNIQ--item-204--QINU`"'.

'"`UNIQ--item-207--QINU`"' and '"`UNIQ--item-210--QINU`"' fit this build’s rather short-lived nature, providing a considerable damage boost in most relevant matchups while having a quick cooldown of 2 each. With the increased Weapon Triangle Advantage from Emerald Axe, Glimmer can potentially deal more damage than Moonbow against blue units. For more general coverage (especially against green magic units), Moonbow can be used.

The other slots are merely mix-and-match depending on team composition. '"`UNIQ--item-213--QINU`"', is good for eliminating common green mages at when at full health, another benefit for flier emblem teams. In particular, Nino, Cecilia, Julia, and Deirdre can be baited and killed even if they have their Attack and Speed honed (+4 each for infantry, and +6 for Cecilia]]. However, you should not push your luck against fully buffed Gronnblade users, and instead bait/attack when these mages are separated and cannot benefit from all their buffs. '"`UNIQ--item-216--QINU`"', as always on dancers, offers additional utility and movement options when another teammate is critically injured. '"`UNIQ--item-219--QINU`"' should be the C-slot passive skill of choice for flier emblem, while '"`UNIQ--item-222--QINU`"' (or other team-relevant skills) can be applied for other teams.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Stats: +Spd/-Def
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

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
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
This build is intended to make Berkut a mixed tank, functioning best under a Fortify Cavalry buff. If specials aren't an issue, Guard can be replaced by QR and the seal can be swapped out for Close/Distant Defense, depending on the rest of the team's needs. Iceberg and Bonfire are nearly identical, with Iceberg dealing slightly more damage on enemy phase.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
- CV (talk) 19:48, 15 August 2018 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
The Black Knight is a master swordsman and a formidable duelist, as he has all the tools to properly fight on either phase and fire off his immensely powerful Black Luna Special.

Weapon: '"`UNIQ--item-443--QINU`"' is the Black Knight's weapon of choice. This is chosen to help bring his Black Luna's charge down to 2, letting him activate it in any round of combat, provided his Special charges aren't being deterred.

Assist: '"`UNIQ--item-446--QINU`"' is a good Assist for any armour, letting the user jump ahead of an ally, helping them keep up with them as armours have poor movement. '"`UNIQ--item-449--QINU`"' is another acceptable option that simply switches the user and an ally around, which works better in tighter spaces.

Special: '"`UNIQ--item-452--QINU`"' is the Black Knight's Special. It allows him to pierce through 80% of an opponent's defense when it activates, ensuring that almost nothing will survive his onslaught.

A Passive: '"`UNIQ--item-455--QINU`"' is the best choice for the Black Knight's A skill. This is necessary so that he isn't helpless against ranged foes, being able to threaten and destroy them as well. When paired with Quick Riposte he'll be able to activate Black Luna on the enemy phase very easily.

B Passive: '"`UNIQ--item-458--QINU`"' is a fantastic choice for the Black Knight's B skill, as it's what gives him a fearsome player phase presence. If the Black Knight initiates combat, then his attacks will gain an extra Special charge. If he exchanges blows with his opponent, then the Black Knight's second strike will be able to fire off Black Luna.

C Passive: '"`UNIQ--item-461--QINU`"' is an option for the Black Knight to help bolster the defenses of his armored allies. However, this skill slot is pretty flexible, as other armor buffs or other skills can be used, depending on the player's discretion and team composition.

Sacred Seal: '"`UNIQ--item-464--QINU`"' is the Black Knight's Sacred Seal. While Bold Fighter strengthens the Black Knight's player phase presence, this Seal will help improve his enemy phase presence by letting him perform a follow up attack if he's attacked above 70% HP. He should be mindful of the HP threshold, but as long as the Black Knight can tank the hits that come his way, his opponents will have to think twice before engaging him.
<br>Other builds using this skill