Drive Res/Builds

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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.
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.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Stats: +Atk,+Spd/-Def,-Res,-HP
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- CV (talk) 19:15, 9 August 2018 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Frederick's enemy phase capabilites are often overlooked. He has an astonishing 36 Def (39 with a boon) and 35 Attack. With this build, he's able to ORKO a vast majority of all Axe, Lance and even Sword units in the game.

His Slaying Axe reduces his Ignis cooldown to 3. If he gets doubled, he will trigger his Ignis within one Round of Combat (because of Quick Riposte). Since he reaches 53 Atk/Def(with a Def boon) on enemy phase due to Sturdy Stance and close Def, an Ignis proc will deal more than 90 points of damage(Steady Stance will make him deal a similar amount of Damage). Since he's incredibly difficult to ORKO, he will trigger Ignis very consistenetly. As for his Assist and C-Slot skill, he should run Skills that support Magic tanks. His 14 Res isn't going to be enough to even survive blue mages, so including a Magic tank on his Team is a must.

There is also something to be considered if you run him on a Horse Emblem team. Increasing his Speed is a terrible Idea, as he'll fail to proc Ignis against some slow units (like Sigurd and Ares), so buffing him with hone/goad Cavalry is not recommended. That being said, a Fortify cavalry buff will help him reach even greater hights, and can even make him able to take on blue Dragons.
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
use the most of his base kit and heavy blade and seal attack to charge astra and lower the damage of a posible counter attack the secondaries are used to lower the chance of being doubled and for those with higher budgets
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.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Click to show/hide build description 
Arena points build focusing on taking out green and colourless units, and sword units if Swordbreaker is chosen.
Orb.png Very high investment

A description has not been written for this build yet.

Orb.png Very high investment
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This eliminates all buffs on all characters (not combat boosts). The only real issue with this build is the three turn cool down. You can get Casa Blanca again now that heroic grails is a thing.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Skill Assist.png Flexible
Icon Skill Special.png Flexible
Stats: +Atk,Res,Def, or Spd, -Hp
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(Quick note for those who don't want to read all of this disciption. If you can't give Rebecca Close Guard or Distant Guard a Drive skill like Drive Def or Drive Res works. A defensive spur works too.Spur Def/Res is the best choice though.)

This build makes Rebecca a very good support unit who packs a punch. Any IV can work with Rebecca but Atk is the best one overall for damage with Def,Res, and Spd is best for defence and support. A HP bane is best and safest bane as her HP can easily be patched up with a HP+5 seal, with summoner support, or merging her as it will get rid of the bane.

With Hama Ya's supportive Def/Res drive effect stacked with more defensive drives,spurs,or guards it grant a ton of defense to any allies with her!

To start things off her weapon should be refined to suit your playstyle or her IV's I would refine her weakest defensive stat due to her mostly balanced statline.

Her special is based on her stats and playstyle. If you want her to deal damage up front I would recommend Bonfire,Ignis,Iceberg,or Glacies depending on her higher defensive stat. Moonbow or Luna to deal with tanks. Or a AOE special to help chip oppents health down for herself and her teammates. Blazing is prefered for higher damage and Growing to hit more targets.

Her assist is up to you but harsh command is my favorite but a repositional or a buff skill is amazing too.

Her A skill I use with Fury for extra stats but a bond skill would work better with this build in cases where you can't afford the hp loss. Atk/Spd my favorite but any bond skill would work amazingly on Rebecca!

Her B skill is up to you. I personally use Desperation given how fast she is but a chill or seal skill would be amazing too!

Her C skill is up to choice with what you have and who you're pairing Rebecca with. Distant Guard is best for ranged tanks and Close Guard for physical tanks. If you want to play it safe and give buffs to everyone then go with a defensive drive or if your on a budget a defensive spur is good too.

Her S skill is best with Drive Def or Drive Res but for extra buffs you can go with the spur def/res seal.
Orb.png Very high investment

A description has not been written for this build yet.

Pen.png Creative
Orb.png Very high investment
Click to show/hide build description 
This build is designed to instantly proc Luna on every turn. Slaying Edge brings the cooldown of Luna down to 2, which is then reduced to 1 on the first turn thanks to Quickened Pulse. With help from another unit using Infantry Pulse, you can have Luna ready to go on the first turn. Swift Sparrow is used to help bolster her speed, just in case she doesn't finish off the enemy on the first strike, but Death Blow 3/4 can also be used. If you do not plan on using a unit with infantry pulse, you could swap out Quickened Pulse with Heavy Blade and swap Luna with Astra, but be advised that she will need to take a hit in order to activate Astra. ID Code: 9123416255
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Speed Plus W.png Slaying Edge+ (Spd)
Icon Skill Assist.png Reposition / Flexible
Stats: +Atk/-Res

A description has not been written for this build yet.

Orb.png Very high investment
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Best mankete 100% bois.