Fire Emblem Heroes Wiki:Build Center/Donnel: Village Hero

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Blue Lance.png
Stats
43 / 35 / 29 / 32 / 23
Exclusive skills
None

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Brave Donnel
Stats: +Atk/-Spd
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 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
Icon Move Infantry.png Infantry
Sleeper Tank
Icon Skill Assist.png Flexible
Stats: +Res/-Spd

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Great Wall of Donnel
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
Orb.png Very high investment
Icon Move Infantry.png Infantry
The One True Farmer
Click to show/hide build description 
Donnel's hardy stat spread makes him a perfect candidate for Spring Xander's Carrot Lance (if you're unfortunate enough to have one.) This build aims to have Donnel become a self sustaining physical wall on the enemy phase that can do some respectable damage as well, just be sure to keep him away from mages. (Plus the carrot just feels so right in his hands)

Weapon: Carrot Lance+ sees far better use in the hands of our favorite farm boy Donnel. His high attack and solid defense allow him to tank hits and hit back with some force, while benefiting from the passive sustain of a refined Carrot Lance. Def refinement is the best choice as it feeds into Bonfire and makes him more resilient.

Assist: Swap is taken to pull Donnel's teammates out of tight spots and tank the hit for them, but really any positioning skill works.

Special: Bonfire is a clear choice due to Donnel's massive defense stat, which will allow him to chunk his foes when it goes off.

A Passive: Close Def 3 is the better choice for Donnel as it doesn't detract from his offensive power, and he'll mostly be seeing action during the enemy phase with this build, but Fortress Def 3 is a solid budget choice if you don't have access to Close Def 3 since his attack is higher than average, or intend to run Close Def 3 as his seal.

B Passive: Guard 3 is the ideal B skill for this build as it keeps Donnel's foes from triggering their specials on him, which let's him last a lot longer against his foes.

C Passive: Whatever fits your team's needs will do for Donnel's C skill. However since he'll likely be in the fray against physical attackers a lot a good choice would be Threaten Def 3, which lets him hit hard in the player phase against any foes that attacked him.

Sacred Seal: There are plenty of solid options for seals now which give the build a lot more flexibility. Quick Riposte 3 is the seal of choice for Donnel, since it lets him ignore his low speed when retaliating and get in two hits. Alternatively you can double down on Close Def 3 and have his defense stat hit insane heights.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Megalodon Pup
Click to show/hide build description 
What was once a joke has turned into the enemy's worst nightmare. Megalodon Pup was born of repeated Donnel summons, and reaches its full potential at +10. However, this build works with any merge level. Slaying Lance+ and QP/Wrath work in tandem, allowing him to go ham as soon as possible. -HP/Res puts him at a disadvantage, but is the least offensive bane in his kit. No unit of Intsys born can defeat him now--Surtr wishes he were Megalodon Pup.

Weapon: Slaying Lance+ is already a good choice for many units, and honing it for Atk only improves its utility. With this lance in his gilded, divine hands, Pup can easily one-round KO many red units. When wielding the spear, his Luna cooldown is set to 2--if he it hits 0, it's over for the next unit that dares come near him.

Assist: Reciprocal Aid can be used in a pinch to knock Donnel's HP into the Wrath 3 threshold, and Swap allows him to pluck an ally out of a tight spot.

Special: Luna is the bread and butter of Megalodon Pup. Its cooldown of 3 becomes 2 with the Slaying Lance+, 1 with QP or Wrath. Upon activation, Pup turns into a steamroller, clearing a path through any unit that dares enter his line of sight.

A Passive: When I woke up one morning, my Hector was gone and suddenly Donnel had Distant Counter. DC allows Donnel to tank incoming fire and retaliate in full force, even using his special if it is ready. No one is safe.

B Passive: Wrath is a fitting name. Megalodon Pup is in his element as soon as he crosses Wrath 3's threshold, allowing him to rapid-fire specials faster than Octomom pops out babies. The skill's +10 to special damage turns Luna into a gamebreaker, allowing Pup to kill even the buffest green units.

C Passive: Def Smoke changes Pup from a local threat into a regional one. Imagine being the enemy: A small man in a pot hat kills your friend, and suddenly your Def is reduced by 7--and you're next on his chopping block. The debuff not only allows Pup to swoop in and pick off other units, but nearby allies can also take advantage of it.