|Ah, good old Clive. A courageous and stalwart knight of the country Zofia, making his appearance as a Tempest Trial unit for the Fire Emblem Heroes series. Ever since this unit came out, I have been tinkering around with different skills to see what fits him the best. For this build, its a more all-round Clive to use just about anywhere, and these are the best skills I could congure on the blue calvary unit.
Weapon: Now, I know what you are thinking, “So original, a Clive build with a Silver Lance refine on it. Nothing out of the ordinary right?” That’s because it works effectively! Since Clive is a Tempest Trial unit, he has neutral stats and stay that way for everyone. Though Clive isn’t quite the master in the Speed/Resistance departments (Spd 25/Res 19), he has commendable Attack and Defense (Atk 33, SilvLnce 48 /Def 32) and has outstanding Health Points (HP 45). At a first glance, Clive doesn’t seem like a worth while unit, with the only real things going for him are his HP and Def. And truth be told, the weapon choice I have for this build is just that, building up his HP and Def, with the extra Atk point. Though this might seem like he is a complete defensive unit, his skills that I’ve added make up for a few more areas.
Assists: For his assists, I chose both Reposition and rally Spd/Def. I can’t really make this any simpler then that since Clive is a Calvary unit and has pretty good Def, that him using Reposition to help out other glass cannon/low Def units by flipping them over is a assist to have. As for Spd/Def, since he is still a semi-tank unit, it’s used to also help out other units that may not have the Spd to double enemy units as well as a boost of Def. Simple as that.
Specials: Now, you may need to think a bit outside the box like I did to come up with something like this, but I personally think that both of these specials do work. First special that I had for Clive was Dragon Aura, which was an obvious mistake. I then fiddled around with different specials to receive two of the better devensive specials. For Clive, I didn’t want him to just be a simple tank, but for him to be a tank that could return attacks back ten-fold. I decided for the best defense/offensive skill to give Clive was Blazing Light. Now, this is a skill that you would more likely see on Ophelia or other high-damaging mage units, but I have used it on Clvie for the longest (and still do to this day). With Clive’s high Def (with weapon refine), Clive won’t die to many sword/lance/red tome/units, he could even take on some axe/beasts as well. The build up for Blazing Light does take a while, but I would argue that it is still a good usage of hits that Clive would be getting. The other special, Escutcheon, is just more of a defensive skill, if you want Clive to just survive every single attack from sword/lance units.
A Skills: These “A” skils are total opposites of each other, one being completely offensive and the other being defensive. Simply said, Clive has alright Atk, and Death Blow only helps him while he is attacking. This is one of the steps to help Clive breach from his defense and shine his blue armor. However, Distant Def 4 still allows his armor to dull in the shadows. Though this skill doesn’t completely help his pitiful Res, this basically makes him almost untouchable to sword units with the Def/Res+8 this skill gives. Personally, I think that Distant Def 4 is the better skill to use, but I realize that that isn’t the easiest skill to come by, so Death Blow still helps out with his Atk and is more affordable to get.
B Skills: Honestly, I’ll make this section short. Lance Breaker 3, makes him work out his Death Blow 3 “A” skill out with hitting the lance unit twice. Hit and Run is a more defensive “B” skill to use, and if Clive is in trouble, it is easy to recollecct or support him with another unit.
C Skills: So, with the “C” skills, I got a bit crazy with it. Though both of these are kinda weird for him to use, I’ll explain myself for both. So Distant Guard 3 is a skill that grants Def/Res+4 to allies within 2 spaces if foe uses any ranged weapon during combat. This skill, to me, was more of a joke/symbolizing skill to put on Clive since he is a noble knight that still protects his band, The Deliverance. The other “C” skill, Panic Ploy 3, actually has a more practical use. For all the bonuses that foes may have on Def or Atk, this helps out Clive with his 45/ WeapoRefine 50 HP getting more damage done and less damage taken. This skill also helps the other members on the team with dealing anything else related to Spd and Res.
Seals: Atk Smoke 3 and Quick Riposte. Pretty simple, lowers the Atk of units around the one Clive mainly attacked to make there damage lessen with Clive’s Def or Clive being able to attack twice in a turn if attacked, allowing either of his specials to activate quicker.
All around, I love using my Clive. Since I’m not the best FEH player and was a bit late to realizing what merging 5* units were, my Clive is a +6 merge and is currently the highest merge unit I have. But Clive is also one of the main units that I am currently focused on with building and this is just something that I wanted to share as to the best that I use with him. Anyways, hope y’all found this build useful and see yah later mates!
“Make sure to keep fighting for what you believe in!” - Clive (or what I think he would say).
Accessory on my Clive: Kutolah Band
Princeore451 (talk) 21:53, 23 October 2019 (UTC)xEtriax