Earth Boost/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 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.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Defense Plus W.png Slaying Axe+ (Def)
Icon Skill Assist.png Pivot / Swap
Stats: +Spd,+Atk,+Def/-Res,-HP
Passive Icon C.pngArmor March 3.png
 Armor March 3 / Flexible
Passive Icon S.pngClose Def 3.png
 Close Def 3 / 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
Click to show/hide build description 
Arden’s known for his ridiculously high HP and defense, so why not abuse that fact to the fullest?

Arden is one of the best users, if not then the best user, of Ignis due to having the the highest base def in the game, but it doesn’t need to stop at the base. When wielding the Safeguard+, he’s guaranteed +7 def to add on when he gets hit. You can even refine it to add on to his defense. The addition of Close Def will further boost this bulk on enemy phase, and the use of Earth Boost can have it effect both phases (his 60 base HP makes the condition for it little to no issue). With these total buffs, you’re looking at 64 def whenever he gets attacked, not only making him near impervious to physical melee damage (even physicsl range units have trouble touching him), but it fuels Ignis even more as well.

Off the bat, that’s 51 extra damage with Ignis when he gets attacked at close range, clearing out almost every one of the units currently in the game’s total HP on its own, and it’s capable of killing plenty of units if he initiates. Get some defense buffs on him, and this power becomes even more monstrous as he gains the potential to instantly kill units no matter how strong their merges make them.

Panic Ploy can also be utilized greatly due to his HP, making it a useful C skill in case of an enemy’s usage of field buffs.
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.
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 
This build is centered around giving Donnel superior Defense and making him a wall for opposing melee units. After finally getting around to playing Awakening, I realized that Donnel is such a likeable character just wanted to show him some love in Heroes by whipping up a little build for him. So without further ado, let's get into it. First we have the IVs, of course we're going to want the boon in Defense, it's the entire point of the build, and Speed as the bane. Speed is recommended for the bane, since Donnel's Speed is already mediocre, he normally will not double most other common units as it is, he won't be missing it too much. Next for the weapon; I have chosen YS!Robin's lance, Deft Harpoon+ as Donnel's weapon here. During battle, it will grant him Atk/Spd/Def/Res+2 as long as his HP is equal to 100%, however, he will take 2 damage after the encounter if he does counterattack. Now, this lance is able to be refined, so we'll go with the Defense enhancement. Alternatively if you do not have access to this, Silver Lance+(Def) will also work fine, just without the stat boosts. Here we'll choose between the assist skills, which usually are up to personal preference. Reposition if you want to pull someone in front of Donell to the back of him, or Swap if you want him to take their place in a potentially dangerous situation, simple, go with whichever you'd like. Next, for specials, we have the standard Defense specials, Bonfire and Ignis. Personally I would choose Bonfire here for a quick and easy extra 20 or so damage every time it procs, though if you like to get bang for your buck, Ignis works just as well, albiet slightly slower. Let's get into the A slot passive now. We have a couple of choices here, while one may be better, the other is immensely more affordable. Steady Breath is the one we're looking at here, it will grant Donnel Def+4 when attacked, and further accelerate his special cooldown by 1 value, making this a great use for Bonfire and Quick Riposte, and meaning a special almost, if not every time he is engaged. As the alternative, there's Earth Boost 3. While it is exponentially more affordable and will give an extra two Defense to Donnel than Steady Breath, and may work alright due to weapon refinements giving additional HP, it simultaneously requires him to have at least 3 more current HP than the enemy at the start of battle. Not to mention that it won't accelerate the special. Alright, let's move to the B slot passive. While both of these are great, I'm going to have to go with Renewal 3 as the suggested B skill. Not only will this heal him by 10 HP every turn, it compliments Deft Harpoon by helping him out in attempting to restore his HP to 100% for the lance's stat buffs, moreover, this can also work with Earth Boost if you decided to use that. For the alternative, Guard 3. This will deny enemy units on gaining a special charge and potentially substantially injuring, or managing to kill Donnel with their special. A lot of "wall" units use this for that purpose, and although the enemy may still be able to gain charges through their own skills, this is still a good one to have.... Whew! Almost done! Finally, here we are with the seals. Quick Riposte 3 seal, that's my recommendation to you. This build is focused on having Donnel be attacked, and with Quick Riposte, he will be a guaranteed double upon counterattack, regardless of his lacking Speed. While it is not only extra damage, when used in conjunction with Steady Breath and Bonfire, as stated above, he's going to be activating his special a LOT more often. Not bad, but let's say you're using the Quick Riposte seal on another unit... That's fine, you can never have enough Defense, and that's where you can turn to the Close Defense 3 seal. Not much to say about this really, he's going to be taking even less damage if you use that. Anyway, that concludes the lengthy description of this build, hopefully you may consider using it, or just thought it was a good one. Cheers!
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Click to show/hide build description 
Tank most of all the physical damage, then counter with Bonfire. Also prevents opponents from getting Moon-bow or other defense draining abilities.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Updated version of the existing curated build. Thanks to more skill inheritance options and the brand new ability to forge his weapon, Ephraim is suddenly a lot more viable. This new iteration is based entirely on staying at as close to full HP as possible.

Once again, Siegmund is the weapon of choice here. However, forging it with the new skill effect lets Ephraim make a confirmed followup attack above 90% HP, on top of raising his HP and making this threshold easier to meet. This lets him ignore his lacking speed and focus entirely on tanking, something the previous build couldn't do.

You'll be needing Rally Def/Res and Hone Spd 3 again, though this time Ephraim's got even better at his job. Forging Siegmund improves the attack bonus it grants to +4, granting just a bit more damage and 18 added damage to -blade tomes instead of 16. His Special, however, has changed. Now that the focus is on staying alive instead of max damage, Sol is the preferred special with its new reduced cooldown. Noontime would activate as often as Moonbow, but heals so little compared to Sol it simply doesn't justify it. Additionally, Ephraim's low Spd ensures four actions are always made in battle, meaning he will always activate a 3-charge special if he attacks last. Bonfire works under this same principle, trading reliable healing for high damage.

Because Ephraim's goal is to have as much HP as possible now, Fury won't work here. Instead, we need to beef up his defenses. He'll have 48 HP with a forged Siegmund (53 if you spring for a summoner support), so Earth Boost 3 consistently pushes his defense up high to 43 on both player and enemy phase. If you prefer his player phase presence more than consistency, Sturdy Blow 3 gives him a strong offense while only sacrificing a bit of staying power. To keep the confirmed second attack train going, toss Quick Riposte 3 on him. Its HP threshold is much more generous, potentially letting you get yourself back into Siegmund's HP range with a timely Sol activation. Anything that improves his durability is much preferred for a Sacred Seal: Def +3 makes him a little better on both phases, while Close Def 3 makes him a lot better on enemy phase.

Ephraim's role hasn't changed much from the original iteration of this build, just how it's performed; he's a durable lance unit that's good on either phase and can either fight well on his own or make his allies stronger. Even as power creep settles in, the Restoration King stands tall.
Orb.png Very high investment
Click to show/hide build description 
I Mix Marco: Child of the Earth, and Azura: Lady of the Lake it up on.. :) 112.202.26.147 13:48, 20 September 2019 (UTC)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment

A description has not been written for this build yet.

Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Defense Plus W.png Poleaxe+ (Def)
Icon Skill Assist.png Flexible
Stats: +HP/-Atk
Passive Icon B.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
Click to show/hide build description 
Legion: Amelia Legion!!! 110.55.1.131 08:19, 29 September 2019 (UTC)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
This build tries to complement Marisa's already high defense and hit points. The Icon Class Red Sword.png Wo Dao+ is kept to improve healing and damage on Noontime, and is honed for defense to maximize her bulk. Icon Skill Assist.png Reposition is generally useful for melee tanks, but Icon Skill Assist.png Swap can serve a similar purpose, sacrificing some of her ability to move her allies to gain more mobility for herself. Icon Skill Special.png Noontime is recommended, as it is her only means of healing herself if she doesn't have Renewal, but if Renewal is being used, Icon Skill Special.png Bonfire takes advantage of her huge defense, granting 30 extra damage when Earth Boost is active, thanks to the Wo Dao+. Earth Boost 3.png Earth Boost 3 is chosen over more conventional choices like Fury 3.png Fury 3 because of Marisa's enormous hit point pool, which lets it activate on all but the toughest of armored units, boosting her defense to a highly respectable 40. Guard 2.png Guard 2 lets Marisa resist moves that would bypass her defense, such as Moonbow and Luna, while being inheritable from four-star units. If the investment isn't an issue, Guard 3 can be used for slightly improved effect. On the other hand, Renewal 3.png Renewal 3 improves her overall lifespan and is recommended for the Tempest Trials or Chain Challenge. Infantry Pulse 3.png Infantry Pulse 3 and Panic Ploy 3.png Panic Ploy 3 both capitalize on Marisa's hit points even further, either buffing her allies or deterring her enemies. For her seal, HP Plus 5.png HP +5 not only further increases her bulk but makes her C-passive and Earth Boost more effective. Alternatively, Close Def 3.png Close Def 3 further increases her tankiness against melee foes but grants no bonus against ranged foes.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Weapon: Marth's default Ardent Service+ is a great choice, helping tremendously on all-cavalry teams in need of more buffs. A Def refine is recommended to boost his already decent defense.

Assist: Reposition is a no-brainer, due to his mobility as a cavalry unit and physical tankiness which can help rescue squishy team mates.

Special: Marth boasts a decent defense that can be further improved using certain skills and his weapon's Def refine. Ignis boosts his already impressive Atk by a whopping 80% of his defense. If you would prefer to trade power for special cooldown time, Bonfire is also a solid choice.

A Passive: Earth Boost 3 is the foundation for which this build is relies upon. Gives Marth +6 Def as long as his HP is higher than his opponent's HP +3, bringing his already decent 30 defense up to 36 at base. Because of this, your main objective should be keeping Marth's HP high and opponents' HP low.

B Passive: Renewal 3 is for ensuring Marth's HP stays intact, helping his A Passive Earth Boost 3 remain active.

C Passive: Savage Blow 3 is for ensuring Marth's opponents' HP stays low, helping his A Passive Earth Boost 3 remain active.

Sacred Seal: Close Def 3 is for ensuring Marth being able to take hits. Savage Blow 3 is also a solid choice if you want to add extra chip damage to lower Marth's opponents' HP, allowing Earth Boost 3 remain active.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment

A description has not been written for this build yet.

Pen.png Creative
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Click to show/hide build description 
Stahl has two things going for him: decent defense and good HP. This build capitalizes on those two stats to spike his bait potential, while also using his low spd to ensure Bonfire procs. This build basically works like this: Tank a hit, hit back, tank a hit, hit back with Bonfire. Stacking Close Def could help him take on green/red dragons, but Earth Boost is a fantastic budget option for his A-slot since it comes on a 4* Boey. Depdending on the skills you have available you can run Quick Riposte or Close Def in the seal slot, but make sure you have Quick Riposte on him as it is the center of this build. This is a great build for arena assault if you need to bait some reds/green physical units. This build can also function very well on a horse emblem team (a Staff unit with Fortify Cavalry helps him a lot). The C-slot is flexible, but Stahl can Panic Ploy almost every unit in the game with 58 HP with the refine and +HP iv, so it's pretty worth it.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Defense Plus W.png Eckesachs (Def)
Icon Skill Assist.png Pivot / Swap
Stats: Neutral

A description has not been written for this build yet.

Pen.png Creative
Icon Arena Defense.png Defense
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
This build is entirly centered around Zephiel’s 38 base defense. Given Close Def 3 on both his A slot and seal, that’s +12 defense. His weapon would give an additional 4 resulting in a wopping 54 defense on enemy phase when attacked in close range. On an armour emblem team he may also recieve +6 from fortify armour and +4 from ward armour coupled with an ally support S rank that 54 defensee increases to 66. If two armoured units in the armour emblem team run Ward armour and you give him summoner support that’s an additional 6 defense, resulting in a total 72 armour (Base 24 res, 36 with two close def 3s, and 54 res with ally/summoner/fortify/2wards). Of course, that’s a bit extreme so lets just consider 54 defense and 36 resistance when attacked in close range. Granted he has Vengeful Fighter, he’ll automatically double when attacked over 50% of his hp (Base 55 Hp) and gain special cool down charges on ignis which is lowered to 3 with the killing edge+. Given his low speed (Base 16) Almost every unit will double him only lowering his cooldown. Once Ignis goes off, he’ll deal an additional 43 (58 given 72 defense) damage with his attack. Couple that with his 49 (53 with added allly/summoner) attack and not many enemies will be able to survive. Even dragon units wouldn’t be much of a problem either due to his 36 resistance. Given Vengeful fighter 3 and Close defense 3 are rather expensive, they can be substituted with Quick Riposte and Earth Boost 3 (which works well with his high base Hp) where you’ll still get off ignis in combat so long as the oponent doubles you. Armor march 3 will allow you to attack tomb users more easily on player phase, though threaten defense would allow you to tear through assulting melee enemies more easily given you already have a counter for mages.

Other builds using this skill