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Drive Atk/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 Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Armorslayer weapon means you have an answer to cancer high tier arena teams.
Pen.png Creative
Stamina Potion.png Chain
Orb.png Very high investment
Click to show/hide build description 
Don't like positioning Arvis to ploy? Cheerleader Marth went down with an earlier TT team? This build enables Arvis to provide +4 Atk/Spd to nearby allies, as well as a steady sustainable +10 HP per turn through Ardent Sacrifice, without much though required for positioning. Fury is a bit of a no-brainer with Arvis' unique Recovery Ring, allowing him to effectively use the +3 all stats without incurring any meaningful penalty. Darting Blow is offered as an alternative to help secure more doubles. This build could be helpful in Infernal/Abyssal challenges where Arvis cannot reach the Res required to debuff enemies' inflated stats.
Pen.png Creative
Icon Arena Defense.png Defense
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
Unlike the majority of mainstream Beruka builds, which focus on pumping her defense to obscene levels, this one instead holds a support role that allows her to give her allies a taste of her own tankiness. Be warned – because this is a buffing/support build, there are a lot of options as to what stat you want Beruka to buff.

Hagoita is the weapon of choice here – a prime weapon for those like its original wielder who prefer support roles. If you don't want to sack a NY!Azura, Groom Marth's Ardent Service can fulfill the same role, albeit with slightly different buffs. I personally prefer the Spur from Hagoita over the Hone of Ardent Service, but it's ultimately player preference.

Reposition and Bonfire/Ignis are standard parts of a Beruka build. The aforementioned specials are her main form of damage – that said, a Beruka built like this should be attempting to activate that Link skill as much as possible, and as such will probably not have many opportunities to directly initiate an attack.

Since the A skills are generally more about personal perks than ally buffs, any skill that bulks up Beruka's survivability will work here. Bracing Stance and Earth Boost are my two favorites, though Close Defense, Steady Stance, and Fortress Defense can work as well.

The B skill – the Link skill of your choice – is the key to this build. On her own, Beruka is an optimal Reposition candidate thanks to her status as a flier and her bulk. With Def/Res Link, Beruka can essentially activate Fortify Fliers buffs on anyone she wants. This, combined with the utility value of movement assists like Reposition, makes her a very potent support unit in of itself.

As this is a buff-based build, the C slot and Seals are extremely flexible and can be altered to enhance your team's strengths or patch up weaknesses.

Of course, depending on your own team needs, this Beruka can be repurposed into a mixed tank rather than solely Defense; this can be done easily by replacing all the Defense-related self boosts with Resistance.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Camillas Axe W.png Camilla's Axe (Skill)
Stats: Flexible

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
Yato W.png Yato (Skill)
Stats: +Atk,+Spd/-Res,-HP

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
Stat line is 45/53/34/30/23 (+Atk/-Res)

This Corrin (M) build has dual purpose, taking advantage of his new '"`UNIQ--item-172--QINU`"' refine and functional offensive stats.

The primary purpose of this build is to be a godlike support unit, especially when near his Ally Supported partner. The first set of skills supports a defensive partner, and the second set supports an offensive partner. These sets, however, are merely examples and thereby flexible; use what best fits Corrin's support partner. For example, a supported Reinhardt doesn't need Spd buffs, so Corrin can run '"`UNIQ--item-175--QINU`"' and 2 '"`UNIQ--item-178--QINU`"''s for a +15/+5/+5/+5 boost (non-adjacent). The example defensive set buffs +6/+6/+13/+13, and the example offensive set buffs +11/+11/+5/+5 (non-adjacent). If another unit on your team has the right buffing skills in their C-slot, then the Rally skill can be replaced with something like '"`UNIQ--item-181--QINU`"' or '"`UNIQ--item-184--QINU`"'.

The second purpose is to be a green slayer when needed. With '"`UNIQ--item-187--QINU`"', '"`UNIQ--item-190--QINU`"', and '"`UNIQ--item-193--QINU`"', Corrin can initiate with 59 Atk and easily handle any axe user and most green tome users to help pull his weight on the team. These are flexible as well and can be switched for other options, such as '"`UNIQ--item-196--QINU`"' or '"`UNIQ--item-199--QINU`"' and '"`UNIQ--item-202--QINU`"' to make Corrin more versatile.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Stats: +Atk/-Def
Passive Icon B.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
Click to show/hide build description 
We take '"`UNIQ--item-173--QINU`"' or '"`UNIQ--item-176--QINU`"' as they are the best universal movement assists to helping the team move around. There really aren't any alternatives to them. We take '"`UNIQ--item-179--QINU`"' as our Special as it is the fastest to activate. If you don't need a Special to do damage, you can keep '"`UNIQ--item-182--QINU`"' as a defensive tool in order to guarantee Delthea to tank at least one hit.

The first set of skills is a budget set where you just take what you have and add in a B skill of your choice. You can opt for a Breaker skill to get doubles on beefier targets or you can opt for utility skills like '"`UNIQ--item-185--QINU`"' or '"`UNIQ--item-188--QINU`"' for more mobility.

Delthea is all about hitting as hard as possible so '"`UNIQ--item-191--QINU`"' maximizes the that one hit she gets while keeping our kit to support melee allies, hopefully brave users or dragons, with that juicy +6 attack and addition buff from our C slot (whether it be +3 attack with Drive Attack or +4 of another buff like Speed).

The second set of skills is a more offensive build spread opting for more Speed so Delthea can double more often. With the intent to double, '"`UNIQ--item-194--QINU`"' is a valid choice to consider, otherwise the same concept applies as with the first set where Delthea aims to support her melee allies while hitting as hard as she can when needed.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Stats: +Atk,+Spd/-Def,-Res,-HP
Click to show/hide build description 
- CV (talk) 19:15, 9 August 2018 (UTC)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment

A description has not been written for this build yet.

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
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
(English)

Well there's not much to explain Fjorm has good Def. In its general state, at the moment when we give it clear this. But we can improve your statistics combining with another Fjrorm if there is luck I had some luck and barely manage to get 1 upraising your HP stats from 39 to 40 and your Atk from 46 to 47.

And good because Close Defense? Certainly you can put perfectly distant Defense but not having an Celica to bequeath ability I decided to sacrifice Joshua that is obtained in the current event of storm. And I think that the sacred seal of distant Defense gave it away in a past event of storm, it is only a matter of leveling up with the new forging. This unit combined with Any other that always this your side giving a buff of Def + 4 will match your def with your Res and with the defenses Close and distant are on par supporting so large amounts of damage is just a matter of having someone like Marth, masked Marth , Chrom, anyone who carries a Falchion and with '"`UNIQ--item-1055--QINU`"' to be spending life with ardent sacrifice as an offensive support, you can also choose to change the '"`UNIQ--item-1058--QINU`"' by '"`UNIQ--item-1061--QINU`"' for more sustenance.


(Español)

Bueno no hay mucho que explicar Fjorm tiene buenas Def. en su estado general, al momento en que nos la regalan claro esta. pero podemos mejorar sus estadísticas combinándola con otra Fjrorm si hay suerte yo tuve algo de suerte y apenas logre sacar 1 subiendo sus stats de HP de 39 a 40 y su Atk de 46 a 47.

y bueno porque Def. Contigua? ciertamente se puede poner perfectamente Def. a Distancia pero al no tener una Celica para legar habilidad decidí sacrificar a Joshua que se obtiene en el actual evento de tormenta. y creo que el sello sacro de Def. a Distancia lo regalaban en un pasado evento de tormenta, solo es cuestión de subirle de nivel con la nueva forja. esta unidad combinada con cualquier otra que siempre este su lado dándole un buff de Def + 4 igualara su Def con su Res y con las Defensas Contigua y Distancia estarán a la par soportando así grandes cantidades de daño solo es cuestión de tener a alguien como Marth, Masked Marth, Chrom, cualquiera que porte una Falchion y con la habilidad '"`UNIQ--item-1064--QINU`"' para estarle pasando vida con Fervor Absoluto como support ofensivo, también se puede optar por cambiar el '"`UNIQ--item-1067--QINU`"' por '"`UNIQ--item-1070--QINU`"' para mas sustento.


This world is made of love and peace, never forget it/este mundo está hecho de amor y paz, nunca lo olviden

By: VashDragunov
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Click to show/hide build description 
Right out of the box, Fjorm is comes almost fully equipped with what she needs to shine as a check to mages and red units. In addition to a weapon possessing distant counter, Fjorm boasts high resistance and excellent synergy between Optimal and Stats to dominate combat against red, blue, and even some green mages on the enemy phase. A notable exception is Reinhardt, especially if he has Very high investment equipped, so players should rely on another teammate to counter him.

As Fjorm comes as a free unit to all players, she will appear most often with neutral IVs. However, if it is available, a +Atk boon is best, helping to increase her relatively low attack. Fjorm can safely sacrifice either defense or resistance in turn, since she has skills that make up for either bane.

'"`UNIQ--item-719--QINU`"' is by far the best choice for Fjorm's seal, as it frees up her B slot and bypasses her low speed, allowing her to reliably ORKO more enemies on the enemy phase. Other than this addition, however, Fjorm's default build is completely viable. '"`UNIQ--item-722--QINU`"' works well with Fjorm, as being adjacent to an ally is easily fulfilled during the enemy phase and the bonus helps to patch up Fjorm's attack. Although her defense is already decent, the additional defense helps to reduce damage against faster sword units that may double Fjorm, improving her melee combat. An alternative choice is '"`UNIQ--item-725--QINU`"', which loses out on attack, defense, and sustainability, but increases resistance/speed as well as removing the adjacent ally requirement.

'"`UNIQ--item-728--QINU`"' goes hand in hand with '"`UNIQ--item-731--QINU`"', as it allows Fjorm to pre-charge her special for her first round of combat against ranged foes. It also allows her to absorb and deal up to 5 additional damage.

Lastly, Fjorm's default C skill '"`UNIQ--item-734--QINU`"' works well as an easy to use, passive attack buff to her allies. Fjorm's high resistance also allows her to make use of '"`UNIQ--item-737--QINU`"', which works to increase her own damage output as well as her team's.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Universal Shard.png Low investment
Click to show/hide build description 
This build seeks to utilize Ice Mirror to its fullest potential. Life and Death is the keystone skill of the set, and both sides of its effect are beneficial to Fjorm. The -5 Def/Res work to make Fjorm's Ice Mirror procs stronger, which works together with her boosted Attack stat to clinch One-Hit KO's. You can also opt to bring Close Defense 3 on her seal slot to patch up her defenses versus melee units after she uses her initial Shield Pulse to delete a mage.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build simulates a blue Ike, but hits less harder and is generally more resilient on the magical side. In the hands of the enemy phase, Fjorm can become a monster. Her magical soak is what sets her apart from all of the 16 might DC-built weapon heroes. Her chosen boon is +Res so that she can function as a magic check relatively well. +Atk is also plausible, because she appreciates all the attack she can get. Her chosen bane is -Def because out of all the stats, she needs it the least.

Leiptr is her bread and butter, and she wouldn't settle for anything less than that. Assist is Reposition so that she can help her allies get out of danger, and let her take the brunt instead. And taking the brunt, she does quite well.

Warding Breath is the star of this set. With this, she can charge up specials very quickly, and take magical hits even better. Quick Riposte 3 allows her to have a nasty enemy phase. It's not out of the ordinary for her to proc Aether during a round of combat, especially if the opponent doubles her. C passive is kind of flexible, as Drive Atk 2 is generally nice to have, and certainly well-appreciated, but if Fjorm wants to help herself, Def Ploy 3 can be considered.

As for Fjorm's special, Aether is chosen here to bolster both her offense and defense, allowing her to regain the HP from the damage she's taken, and recover her Quick Riposte. Glacies is also another option if you want an onhand special that nukes harder than Aether, but will proc regardless of speed tiers. However, she won't have the same Quick Riposte flexibility as Aether as she won't gain health back.

Her sacred seal is Distant Def 3, because it bolsters her magic-tanking capabilities even further. To put this into perspective, a +Res Fjorm with Warding Breath and Distant Def 3 seal is 47. Unsupported, and no Spur/Drive/Fortify buffs. That is 37.6 (before rounding down) glacies damage right there. Any mage that isn't green and doesn't have defense investment is getting removed by this.

However, it is worth noting that with this current setup, if an enemy doubles her, Aether will proc, but if an enemy doesn't double her, Aether won't proc. (but will proc on the next turn) Glacies will proc no matter what, regardless, but she will likely need a Reciprocal Aid ally to help her regain her Quick Riposte if she goes this route. As such, Arvis makes for an invaluable green check *and* passive healer, as he can help her with Reciprocal Aid or Ardent Sacrifice, while also softening enemies with Valflame and Speed Ploy 3 for her to deal with quite handily. She's also a really good team mate of Brave Ike as he enjoys having red mages getting deleted so he can handle the battlefield.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Taking into consideration Fjorm's signature weapon, Leipter, which has Distance Counter built into it, and her balanced defensive stats, this set is made to maximize her prowess on the enemy phase, or as a defense unit. You can place her just out of reach of enemies and watch as they take a lot of damage thanks to Fierce Stance 3, or if she gets too low on health, go first thanks to Vantage 3. Drive Atk 2 is chosen as a budget option, but Drive Spd 2 or a Hone/Fortify C Skill will work fine too, whatever fits into your team best.

Ice Mirror can work as her special, but it'll only activate if the enemy is at a distance. However, Iceberg will activate no matter what, and thanks to her relatively high Resist stat, deal a lot of damage. Reposition is a fairly failsafe assist, allowing allies to go further, or placing an ally as a shield, such as an armored unit, or someone of a different weapon type to handle whatever the enemy has.

The seals chosen are to make her a better enemy phase unit. Taking less damage from ranged or melee attacks, depending on the seal chosen.

Neutral IVs are chosen, both because you get a neutral Fjorm for free, and with this set it's best not to have any of her stats lowered.
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