Fierce Stance/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 curated builds using this skill[edit source]

Submitted Builds Which Use Fierce Stance[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.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This build aims to make as much use of Dorcas' base kit as possible, in order to make him an effective unit. Really, as long as you don't get a horrible IV, like a –Atk +Spd Dorcas, the IVs don't matter that much.

It is true that Bonfire is better than Draconic Aura, but assuming the two are at neutral IVs, the difference is only 2 points of damage. Moonbow is a common alternative that can help Dorcas get through more defense heavy units while having a lower cooldown. His assist skill will allow him to get allies out of trouble, and which one is better for budget really depends on what you have. Besides that, the stock set allows Dorcas to have a great enemy phase, while also supplementing shorter Turn 1 cooldowns to his allies that have less HP than him. It may be worth considering an HP +3/5 seal, in order to allow him to fill this role more effectively.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
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A description has not been written for this build yet.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Click to show/hide build description 
This set is for those of us that don't have the luxury of Distant Counters to spare. You can get 3 and 4 star Tikis so Lightning Breath is a lot more attainable. Lightning Breath+ and her default Def/Res Bond 3 A skill work effectively the same as Glittering Breath+ / Distant Counter sets. Def/Res Bond might even be easier to get boosts from, a constant +5 Def/Res from just one adjacent ally. The first downside to this set is Glittering Breath has 2 more Might/Attack. The second downside is Lightning Breath has cooldown count +1, making Aether a less viable Special. But if you're using Glacies anyway, this doesn't make much difference as it'll still trigger on her second hit with Vengeful Fighter. If she's on a full Ward Armor team her def/res will be high enough that she won't take much damage if any, so it might be worth considering a Fierce Stance 3 Seal. Distant Def / Close Def Seals are good too, but much like Distant Counter, you can probably get better value with those on other units. All in all, this Fae is an absolute beast without having to spend valuable resources.
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
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.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This Ike is an amalgamation of he previous two versions in a sense. However, I think he strayed a little too far from the previous two Path of Radiance versions, and it just so happens that those two provide good things to his older version from Radiant Dawn.

Weapon: Honestly, nothing can beat a weapon with a built-in Counter skill, especially when its of the Preferential/Legendary variety. Sure, Counter weapons may have fallen off a little, but they still prove to be competent.

Assist: Any skills that are considered good like Reposition, Dual Rallies, etc are acceptable.

Special: Radiant Aether is a wonderful special that should have almost no reason to not be in his Special slot. But I suppose you can use that defense of his and use it to deliver some deadly flat damage with that bulky Defense stat.

Passive A: Steady Breath is infinitely better than Warding Breath on Ike. Instead on trying to patch up his weaknesses with his default skill, it is most advised to boost his extremities. Fierce Stance is also viable but you will lose that cooldown charge for more Enemy Phase attack.

Passive B: Quick Riposte is excellent for an Enemy Phase unit such as himself. Vantage will also work well.

Passive C: His default Defense Tactic works great already as a supportive skill. However, he is flexible and wield skills like Panic Ploy, Threaten Skills, etc.

Sacred Seal:Distant Defense is advised to lessen attacks from mages and staves and will work well with Ragnell. Close Defense is also an option if mages aren't you concern. Close Defense can help Ike with the dragons.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Before I proceed with explaining this build, I must make known that this is based off Vanguard Glimmer (kudos to whoever came up with that amazing idea). However, instead of Ike only instakilling mages, this build goes one step further to allow Ike to instakill ANY non-blue unit (except Arden) on defense phase, provided the following conditions are met: Ike has this build, Ike has ally (or allies) with Atk-boosting skill and/or rally, Enemy has no Def buffs and no Pavise special.

To prove this, I have done the calculations myself with Ike put against the red unit (since green won't stand a chance) with the second highest Def, Draug.

Ike, with maximum Atk, has 39 Atk. With Ragnell (+16), Fierce Stance 3 (+6), and two ally Atk buffs (one field and the other combat, for +8 total), Ike has a whopping Atk stat of 69.

Draug, with maximum Def and normal HP, has 42 Def and 50 HP.

To instakill Draug, Ike's final damage must meet or exceed 50. Let the calculations begin: 69 Atk - 42 Def = 27 Dmg; 27 Dmg * 1.5 Glimmer = 40.5 Dmg; 40.5 Dmg + 10 Wrath = 50.5 Dmg

Boom.

But, wait, what if you cannot fulfil all the conditions (aside from having this build) to achieve this awesomeness? Well, then you can still safely say that you can instakill nearly every non-blue unit while on Def phase.

So, why choose this build? Well, other Ike builds generally allow for increased survivability and a guaranteed kill of any non-blue unit...after two hits. This build approaches survivability in another way: instakill. If your opponent can only get one hit in (provided he/she isn't using a brave weapon), Ike takes minimal damage; on top of that, your opponent dies. This build is very expensive, but is worthwhile if used properly.

Pen.png Creative
Sacred Coin.png Assault
Orb.png Very high investment

Distant Atk W.png Parthia (Skill)

Icon Skill Assist.png Flexible

IVs: +Atk/-Def
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A set designed to tank blade mages and retaliate with a OHKO. With his bow's skill refine and fierce stance, a +atk Jeorge will reach 61 atk unbuffed against mages (and other ranged foes.) With QP Glimmer, he will OHKO +10 mages with ease. Atk/Res bond is an alternative if you're up against emblem buffed blade mages and are unable to disrupt their buffs, although it may interfere with reaching vantage range. Vantage let's him fight multiple mages in a row (especially good at +10 o and/or with atk buffs to OHKO without Glimmer,) but is otherwise filler. This set greatly appreciates atk buffs if running without QP.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment

Icon Skill Weapon.png Water Breath+ (Def, Res)

Icon Skill Assist.png Flexible

IVs: +Def, +Res/-HP, -Spd
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With this build, Kana will oppose as a more dominant threat to foes in the enemy phase. This build causes a ruckus in the enemy phase simply due to Escutcheon. As long as your Defenses are high and your Speed is low, Kana will be able to get her Special back after every battle (Granted that your opponent attacks first and your counter attack doesn't one shot them, that is). Close Def 3 stacks with Kana's default weapon, so at least one of your defenses should reach near 40 in the enemy phase (depending on what boon you get). Since Kana won't be doubling anyone, she'll have to rely on dealing damage with one big attack. Fierce Stance provides her with a little more firepower during the enemy phase (clocking in at about 50 damage with a neutral Attack stat). As long as you play it safe and don't make any rash decisions, your Kana should be able to survive most fights.
Dueling Sword.png Optimal
Stamina Potion.png Chain
Orb.png Very high investment
Click to show/hide build description 
The skill refinement on Leo's unique weapon allows him to fill a fairly unique niche as a sort of magical, ranged, cavalry Hector: Marquess of Ostia-alike. The goal with this build is to maximize the utility of his unique skills to prevent enemy follow-ups while guaranteeing his own in as many instances as possible. It also aims to make him relatively self-sufficient, as opposed to relying on team synergy. (That said, combine with an Ally Support from Corrin: Fateful Prince using '"`UNIQ--item-390--QINU`"', '"`UNIQ--item-393--QINU`"', and '"`UNIQ--item-396--QINU`"' to maximize potential.)

High defensive stats in combat plus '"`UNIQ--item-399--QINU`"', which will activate in any instance when the effects of both '"`UNIQ--item-403--QINU`"' and '"`UNIQ--item-406--QINU`"' apply, ideally will keep his HP above the threshold for the latter. Use his native '"`UNIQ--item-409--QINU`"' instead if your team has a viable healer to allow him to follow-up attack (or at least do equivalent damage) in the player phase sometimes when needed. One team mate using '"`UNIQ--item-412--QINU`"' or '"`UNIQ--item-415--QINU`"' should be enough to sustain in this case. I know that stacking '"`UNIQ--item-418--QINU`"' as both Passive A and Sacred Seal tends to be the go-to for enemy phase-centric builds like this, but... poor Leo needs the Attack. He can't afford to lose the defensive stats for '"`UNIQ--item-421--QINU`"' nor the HP for '"`UNIQ--item-424--QINU`"'. If you don't want to sacrifice any of the exceedingly rare units required, then a flat boost to any stat (except Speed) is still nice. '"`UNIQ--item-427--QINU`"' is also chosen for the sake of raw damage, but it's not irreplaceable if your team needs a different utility.

Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Mae is generally considered to be one of the worse blue mages in the game. This is in part due to her middling speed; most other blue mages heavily lean to some sort of fast offense. As such, at 31 base speed, Mae has nowhere near as much velocity as others like Ishtar or Kliff, nor does she have solidified niches in other areas such as M!Robin's high defense or Lute's ploy capabilities. However, she does sport the second-highest attack stat of all mages in the game at a base value of 36.

Because Mae's speed is lacking compared to other mages, she has the option of ditching it (at least in this build) for more raw power. As such, an attack boon is recommended. It's difficult to assess a proper bane, though Def is the likely the safest at a base value of 15. Of course, HP could work fine as well. Though, if you choose to merge her, this problem becomes null. The attack boon will grant her a staggering 39 base attack.

In order to accentuate her attack stat, Blarblade+ should be given to her. This will grant her 52 base attack on top of the damage bonuses from buffs. If she receives a full set of +6 buffs (such as from Tactic skills), she will garner a +30 attack (+24 from raw buffs, +6 from the actual buff to the attack stat), giving her 82 attack. Even from the weapon triangle disadvantage, she still gets ~65 attack. This will be important for later.

Her assist would be best off with Ardent Sacrifice or Reciprocal Aid. This build relies on Vantage, and through the assist is the safest way to do so. Her special, Blazing Wind, gives her slightly more player-phase use, as she then gets essentially two strikes that she would otherwise be unlikely to score. Of course, Glimmer could give her reliable damage in enemy phase as well.

Her A-skill is Close Counter. Nothing special, as she wants to be able to hit everyone at all times. Her B-skill is Vantage, so that she can hit foes first. As you can tell, her goal with this build is to strike first, ask questions later. With the Blarblade buffs, she has far more than enough might to kill most foes in one strike. Her seal, Fierce Stance 3, gives her even more might on enemy phase, though you may replace it with Atk+3 for better mixed-phase potential. You can also replace it with Heavy Blade to help her proc specials more often (this would be more useful with in-combat specials like Glimmer).

Her C-Skill is entirely flexible, though an Atk Wave skill would allow her to sustain some of her damage prowess on her own.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Class Breath.png Dragon
Click to show/hide build description 
This build is meant for Dragon Emblem teams, which are getting some nice new skills with Ward Dragons from Fell Robin, and Hone Dragons from Myrrh. Dragon Emblem teams in general are very powerful. The only downfall is they all do damage based on the Resistance stat (unless they're attacked from a distance, which is why bait tactics work well with dragons). However, since this emblem is based on weapon type, they can have different movement types, in the case of Myrrh and Fell Robin.

Fell Robin as a dragon unit is amazing, high attack, high defense, high HP, with the usual, low speed, and low resistance that comes with being an armored unit. Which isn't too surprising since some of the dragons, like Adult Tiki and Myrrh, have fairly low speed and resistance anyway.

A +Atk IV Fell Robin with Expiration has an Atk stat, without any modifying skills, of 60, so to say the least, he's a powerful unit and will deal a lot of damage no mater who he's attacking. If he has a Hone Dragon Boost, and is attacked with Fierce Stance, he essentially has an Atk Stat of 72. Plus, Expiration has Distance Counter built into it without the negative effect Lightning Breath has.

With Vengeful Fighter, you don't necessarily need the Breath skills, like Warding Breath, since you already get the cool down. So the Stance skills would work better since they give +6 instead of +4 to their respective stats. I prefer Fierce Stance to up his attack power, but Steady Stance is good too to deal with Brave Lyn and other common bow units. Fury is another viable option as it raises all of his stats, and he has the HP to deal with the damage from it.

Vengeful Fighter is an obvious B skill for Fell Robin. First off, he comes with it, second, it's Quick Riposte, but only when he's attacked, with a special cool down for every attack he makes that turn (which is 2 since he has an automatic follow-up.)

Any of the Dragon Buff skills would work for his C Slot, but Ward is probably the easiest to obtain since he comes with it. The other dragon buffs are fairly rare skills since only Ninian and Myrrh have them, which can only be obtained as five stars.

Armored Boots is the preferred Seal since he is an armored unit on a team of non-armored units.

Comments:67.60.217.49:I can see this build working with the "Great Dragon,Myrrh" build for Myrrh,the "Medic Manakete!" build for Ninian and the "I Can Be Scary Too" build for Tiki(Young).

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
IVs: +Atk,+Spd/-Res,-Def,-HP
Click to show/hide build description 
This build is for players who wish to use Zelgius right away without having to worry about elusive skills. Thankfully, Zelgius already has a pretty great natural skillset. One can just give him an Assist and a Seal and call it a day while using all of his natural skills.

Weapon: '"`UNIQ--item-699--QINU`"' is his weapon of choice, which lets him counterattack against almost any foe, regardless of distance. Mages and most archers will have to think twice before engaging against Zelgius.

Assist: '"`UNIQ--item-702--QINU`"' or '"`UNIQ--item-705--QINU`"' work as Zelgius's Assists. Either one will work, as they do the job of helping Zelgius move around, so just use whichever is preferred.

Special: '"`UNIQ--item-708--QINU`"' is Zelgius's Special. It's all he really needs, as it can pierce through most of an opponent's Def, allowing Zelgius to do considerable damage to many opponents.

A Passive: '"`UNIQ--item-711--QINU`"' is a solid choice for Zelgius's A skill, as it grants him an offensive boost when he's attacked, letting him deliver a more powerful counterattack to his assailant.

B Passive: '"`UNIQ--item-714--QINU`"' is an interesting option for Zelgius's B skill, and it is exclusive to him. This lets him warp to any adjacent space of any ally within two spaces as long as his HP is high enough. This improves his mobility greatly, letting him reach his foes more easily. Should the player feel like Zelgius's combat performance should be improved instead, then '"`UNIQ--item-717--QINU`"' is a great choice for him, letting him perform a follow up attack if he's attacked above 80% HP.

C Passive: '"`UNIQ--item-720--QINU`"' is a decent option for Zelgius's C skill, as it can help deter enemies that rely on stat buffs to win their battles. Should the player get a Zelgius with an -HP bane or simply feel like this is not necessary, then this skill slot is flexible, open to be anything else that the player needs. '"`UNIQ--item-723--QINU`"' is a good, fairly easy to obtain option should Zelgius be on an armor team. He'd be able to bolster their defensive bulk this way.

Sacred Seal: '"`UNIQ--item-726--QINU`"' is an option Zelgius's Seal. With Warp Powder, he'll have excellent mobility. However, both skills have HP thresholds, and should mobility not be a worry then this skill slot is flexible, open to be whatever else the player needs depending on preference and team composition. '"`UNIQ--item-729--QINU`"', '"`UNIQ--item-732--QINU`"', and '"`UNIQ--item-735--QINU`"' are all excellent options as well to help improve Zelgius's enemy phase presence.