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Distant Def/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
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.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
A load-out designed to maximize his unique recover ring. Rauðrowl+ provides a solid buff if adjacent to all allies (is also bird themed). speed ploy uses his resistance to make up for his medium speed to counter double hits and potentialy deal them. distant def increases his ranged surviveability but quickened pulse is useful for getting miracle faster. miracle and recover ring work together to keep Arvis standing longer. keep away from melees at all costs.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Stats: +Atk/-Res,Neutral
Click to show/hide build description 
Steelux (talk) 19:14, 14 November 2018 (UTC)
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Hero Feather Darkened.png High investment

A description has not been written for this build yet.

Pen.png Creative
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Resistance Plus W.png Gronnowl+ (Res)
Stats: +Atk/-HP
Click to show/hide build description 
This set is recommended for teams based around Spur and Drive skills—especially Spur/Drive Def, Spur/Drive Res, and/or Spur Def/Res. It has quite a wide variety of uses, but it’s mostly recommended to be used in the Arena. This set allows Boey to fulfill many useful niches if played just right (which is quite easy). To play this set effectively, baiting the opponent in is the way to do it.

Gronnowl provides the biggest boost if all three allies are adjacent to Boey, but more likely than not, the most you’re gonna have is two allies. Having Atk/Spd/Def/Res +4 is still reliable though—a bigger boost than Fury 3 alone. The Res refinery does well for Boey since his Res is rather dodgy for a mage; although, a more desired stat, like Atk or Def, can be used for higher damage output.

Draw Back and Swap are used just to ensure that all your allies are in the right place when baiting the opponent in. Draw Back can work as a retreating option to help an ally recede from danger, or push an offensive ally in closer. Swap requires the least amount of space to pull off, but it’s better used by other units than Boey himself.

For Specials, Bonfire is the best for Boey, as his Def is already phenomenal (for an Infantry mage at least). While Ignis can be used in its place, it takes too long to charge to be used reliably, unless Infantry Pulse is used. Luna is another alternative as Boey’s Atk isn’t the greatest—even with a boon. It’ll help him pierce through high-Res foes, but this sacrifices reliable damage output.

Close Counter is obvious: it allows Boey to bait in melee units—especially lancers. With the Def boost from his allies’ Spurs and Gronnowl, he will take minimal damage—especially on defensive terrains. Even sword units can struggle to make a dent in his Def, but this is not recommended.

Quick Riposte 3 bolsters his offensive a bit, allowing him to finish off foes he’ll never out-speed (even if he has the Gronnowl boost). If the opponent doubleattacks Boey, his Bonfire will activate instantly, which will likely result in a kill. However, if he wants to maintain his Quick Riposte, he’ll need support by an ally who can heal.

The C Skill is completely flexible, depending on your team composition. I personally opted for Drive Res, to help other allies resist Magic a bit better.

Distant Def 3 allows Boey to stand up to the likes of other mages. Even though his Res is a mediocre 18, a careful setup of allies’ skills and Distant Defense actually skyrockets his Res to as high as 41 in combat—possibly even higher. This allows him to dispatch of pesky Blue mages and even tank hits from Red mages, too (not recommended). On top of that, he can even stand up to the likes of archers and daggers quite well.

Overall, this setup turns Boey into a tank with decent power and survivability (hence “Skillfull Surviver” being his epithet). This set can bait and check Brave Lyn, Love Abounds Hector, Reinhardt, and a few other threats in the meta. It’s simple to pull off, too, as you just need to play defensively and let the opponents come to you.

This set also completely bypasses the detriments of Panic skills if your team setup forgoes Field Buffs completely. The only major worry is with Ploy skills, due to Boey’s actually low Res, but they can be circumvented if played correctly.

However, if you don’t have the proper setup, it won’t work quite as effectively. Boey needs at least two allies (both with Spur skills) to pull his baiting strategy safely and effectively. Also, he still has to watch out for Red units—especially Red mages—as they can still do a number on him.

There’s also the fact that Boey’s Atk isn’t phenomenal by any standards. While it does get a decent boost from Gronnowl, along with other possible Spur/Drive skills, it’s not enough to punch through Res-bulky threats.
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.

Universal Shard.png Low investment
Click to show/hide build description 
This build is a basic build meant to provide a terrifying enemy phase presence, because that is where the king really shines. His weapon gives him +4 spectrum on defence and distant counter, making him very bulky. Svallin shield makes him have no weakness (outside of raven tomes), but Distant Def 4 makes him almost immune to blade tomes. Vengeful fighter makes him almost impossible to player phase him, but other options can work too. Slot c is flexible, and so is the seal, but Close Def 3 compiments Distant Def 4 well.
Build Icon Alternative.png Alternative
Icon Arena Defense.png Defense
Universal Crystal.png Medium investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build's focus drives on Spring Camilla's high defense (for a flier mage), and the Gronnraven(+) and Triangle Adept Combo, making Spring Festival Camilla able to do 40% more damage against archer units. This, added on with Quick Riposte 2 (or 3), creates a strong enemy phase to smack archer units. Either Moonbow or Bonfire is recommended, the former for its low cooldown and the latter for a slightly greater consistent boost in damage when it activates. Those two specials take advantage of Spring Camilla's high defense. The Distant Defense 3 sacred seal would add to Spring Camilla's damage on enemy phase if her special activates. Iote's shield, despite not adding any multiplier to damage (like Distant Defense if it activates special), is also a good choice of sacred seal.
Dueling Sword.png Optimal
Icon Arena Defense.png Defense
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
This build aims to give maximize the unit arena score of Camus while still giving him a viable build. This build on a 5*Camus+3 brings the score to 710 (712 if given a rally __/__ assist skill, but for a difference of 2 points, I found the utility of Reposition to be more beneficial; this does not include blessing bonus). While not that high, it's still decent for F2P players.

Atk/Spd Bond 3 gives Camus the potential to double (at the very least, not be doubled) and the extra attack to boost his damage output. You can also use Brazen Atk/Spd 3, which can be useful if you prefer sending Camus out and away from the team rather than stacking him nearby.

Def/Res Link 3 with Reposition allows for Camus to provide both himself and allies with a little extra bulk. Reposition can now be used to prep Camus/ally for an oncoming attack and put your team in advantageous positions.

Atk Smoke 3 is primarily to combo with the Heavy Blade 3 seal and Aether; it allows for the effect of Heavy Blade 3 to be more likely, as Camus' attack with Gradivus is pretty decent (not to mention the bonus from Atk/Spd Bond 3 or Brazen Atk/Spd 3) and this skill can lower multiple enemy units' attacks, potentially all. Aether ties in nicely as a strong special to boost damage dealt and heal Camus, allowing him to stay in the fight longer. (It should be noted that Heavy Blade 3 can be replaced by Distant Def 3 if you want to increase Camus' bulk, however, this lowers the efficiency of Aether)

This build can thrive in both offensive and defensive phases; whether sending Camus in next to an ally to secure a kill, or repositioning allies out of or into an enemy's range (while buffing them) allows for Camus to be used in multiple situations, all while optimizing his arena score.

Kumanori (talk) 00:24, 7 September 2018 (UTC)Sakio
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
As the name implies, this lets Canas bait almost any long-range mage to take them out before the rest of the team catches up. Quick Riposte will let him proc Iceberg in one round if he gets doubled (which he most often will), while his Assist will let him heal himself back to full to do it again or get an ally in Desperation range. Atk+3 and Res Ploy prop up that damage as well, and the only mages that end up giving this build trouble are Micaiah, Lute, or a cavalry-buffed Reinhardt
Dueling Sword.png Optimal
Orb.png Very high investment
Click to show/hide build description 
A dedicated tank for AR, ideally with Light Blessing to get Res boost from Eir.
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 aims to take advantage of Chrom's excellent stats to turn him into a highly mobile enemy phase threat.

Weapon: '"`UNIQ--item-345--QINU`"' is Chrom's exclusive weapon, and the key into turning him into an exceedingly powerful unit. When he is so much as even slightly damaged, he will receive a significant boost to all of his stats, making him an incredibly dangerous unit to face. It also allows him to slay dragons with ease in conjunction with his high attack and his weapon's stat boost. Alternatively, '"`UNIQ--item-348--QINU`"' helps accelerate Chrom's Special charge, letting him fire it off faster, while also granting him extra stats that don't require an HP threshold.

Assist Skill: As is the case for most units, '"`UNIQ--item-351--QINU`"' is recommended as an assist skill due to its excellent versatility and the wide range of maneuverability it provides.

Special: '"`UNIQ--item-354--QINU`"' is an excellent choice for a special, as Chrom has plenty of attack to take advantage of. Due to his high defense, '"`UNIQ--item-357--QINU`"' can also be utilized to great extent.

A Skill: '"`UNIQ--item-360--QINU`"' is critical to giving Chrom a very threatening enemy phase. Any foe that dares attack him will face a vicious retaliation, regardless of whether they are melee or ranged.

B Skill: '"`UNIQ--item-363--QINU`"' is Chrom's best B-skill. Should he be attacked above a certain HP threshold, he will make two devastating counterattacks, likely killing his aggressor. This gives him a much more formidable enemy phase, taking out nearly any foe that does not do the same to him.

C Skill: If Chrom is being used in a cavalry team, then a buff such as '"`UNIQ--item-366--QINU`"' is recommended. If he is being used in a mixed team, then '"`UNIQ--item-369--QINU`"' can let him take out his foes more easily.

Sacred Seal: '"`UNIQ--item-372--QINU`"' is chosen as Chrom's sacred seal. It helps patch up his poor resistance so he can survive and counterattack against mages more easily.
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 is meant to utilize Corrin's good speed and def in order to turn his into a flexible physical tank that is capable of trading with almost any non-red unit.

his optimal boon is +Spd due to it being a super boon, giving his +4 spd rather than the normal +3. However, other boons such as +Atk are also acceptable alternatives. Because this build is focused on being a hybrid sponge, -HP is his optimal bane, though -Res is also acceptable.

'"`UNIQ--item-143--QINU`"' is his optimal weapon choice, allowing his to counter attack vs bows and red magic, which he can usually deal with. In addition, the detriment of the +1 Special Charge is not as detrimental due to the rest of his kit. +Def is the best refine in order to increase his most important bulk as much as possible.

'"`UNIQ--item-146--QINU`"' is a powerful assist for enemy phase tanky units, but other options such as dual rallies are also very strong.

'"`UNIQ--item-149--QINU`"' is essential for letting Corrin deal damage, as it will activate every other combat and helps pad his mediocre attack stat. If using Steady Breath, '"`UNIQ--item-152--QINU`"' is preferred because it activates every turn.

'"`UNIQ--item-155--QINU`"' is a great budget skill to use for EP, as it gives Corrin a good stat boost without any further condition, whil '"`UNIQ--item-158--QINU`"' offers a very powerful boost in special charging, but is much harder to obtain.

'"`UNIQ--item-161--QINU`"' allows Corrin to always ensure he doubles the enemy. While his speed is solid, it generally isn't high enough to let his naturally double his enemies, but in a place where he usually doesn't get doubled.

'"`UNIQ--item-164--QINU`"' is Corrin's natural C skill and is very good, but can be changed to suite the requirements of his team. Other common C skills are other hones/spurs, '"`UNIQ--item-167--QINU`"', or smokes.

Depending on what threats you need Corrin stand up to, his S slot can change between '"`UNIQ--item-170--QINU`"', making his more durable against ranged threats, or '"`UNIQ--item-173--QINU`"' which makes his more durable against melee threats.
<br>Other builds using this skill