Fire Emblem Heroes Wiki:Build Center/Odin: Potent Force

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Blue Tome.png
Stats
43 / 22 / 32 / 25 / 25
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
ELDRITCH SMACKDOWN!
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Odin's new Legendary Weapon gives Odin something very unique that no other unit can do: He can fully self buff himself to get the full buffs for a Blade Tome. This makes Odin both an extremely independent unit in terms of setting himself up, as well as also giving a spectrum +6 buff to an ally of his choice.

Due to this unique ability, in addition to Odin's stat spread being entirely skewed towards being defensive, he can easily fully buff himself while relying on the Blade Tome effect to carry his damage to turn into a strong unit with great supporting capabilities. His fairly decent mixed bulk allows Odin to safely run a Close Counter.png Close Counter set, while his decent speed prevents him from most doubles. Even if Odin is not seeing combat during a particular turn he gets value from passing his turn by buffing one ally fully.

Boon/Bane: Odin's optimal boon is +Atk to help out his extremely subpar attack. His optimal bane is -HP, as it hurts his overall bulk the least.

Weapon: Odin is defined by his weapon, Icon Class Blue Tome.png Odin's Grimoire. Not only is it a strictly better Blárblade+, but it also gives him Atk/Spd Link, allowing to buff both himself and an ally he uses and assist on. Given that Attack and Speed are two of the most important stats in the game this is an extremely powerful ability.

Assist: It is imperative for Odin to have a movement assist. Icon Skill Assist.png Reposition and Icon Skill Assist.png Swap are the go to assists for tanky units. Which one you use is dependent on your other team members, as Reposition is best at getting aggressive units to safety, while Swap is best at moving around clustered units.

Special: Odin's native Moonbow works well, as he will get it off first combat due to his Grimoire not increasing its cooldown. Alternately Glimmer also works well.

A Skill: Odin's best A skill is Close Counter.png Close Counter, utilizing Odin's bulkiness, especially after using a movement assist, to counter an enemy that attacks him. By running Close Counter and relying on enemies to run into you, it is easier to just commit Odin's player phase move in order to buff someone and get into space, rather than trying to have an ally buff you and then moving into position to attack on player phase.

B Skill: Def Res Link 3.png Def/Res Link 3 is Odin's best B skill, as it has great synergy with his Legendary Weapon. A single movement assist gives +6 to all stats to both him and another unit, and since that will be his primary way of acquiring buffs, it's best to just double up on buff value.

C Skill: Odin's C skill is super flexible. Panic Ploy 3.png Panic Ploy 3 can be good for Odin, as he has high HP for a mage, allowing him to shut down other blade mages and squishy units you come by. Even with a -HP bane, his HP will still be above the vast majority of other mages.

Otherwise, due to the build providing the whole spectrum of active buffs, Hones/Fortifies are not good on him. However, passive buffs like Spurs and Drives work well since they'll stack with the active buffs.

Seal: Odin works best with the Quick Riposte 3.png Quick Riposte 3 seal, as it ensures that he can double his enemies. While Odin's speed is alright, it's generally not enough to double enemies on his own, so in order to finish off kills Quick Riposte 3 becomes his best seal.

— Soulskourer (talkcontribs)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Budget Smackdown

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Ranged Tank
Resistance Plus W.png Blárserpent+ (Res) / Blárserpent+ (Def)
Icon Skill Assist.png Flexible
Stats: +Res,+Def/-HP
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Odin is arguably the worst unit in the game and is used, mainly as Icon Class Blue Tome.png Blárblade+ and Icon Skill Special.png Moonbow fodder, but a few more recent additions and the fact that he is one of the most common heroes to pull making him one of the easier heroes to +10 means that he is not totally worthless, and this interesting build makes use of his unique strengths, which is really the only way to make use of him, because if you try to build him like any other mage in the game, he will, invariably, be an inferior version of that mage.

IVs: We're going to want Odin to be +Def or + Res depending on whether you'd rather use him to fight bow/dagger wielders, or tome/staff wielders better. Taking a bane in HP is recommended only because he can't really afford to give up anything else, dumping speed might cause him to miss some important breakpoints, and dumping attack means he has even MORE trouble doing damage since, unlike staff or dagger users, he doesn't have a strong debuff to excuse low damage output. + Res potentially lets Odin run Ploy skills in his C slot without them being unlikely to trigger whereas +Def gives him more staying power if something gets into melee with him.

Weapon: Icon Class Blue Tome.png Blárserpent+ Is a new weapon that perfectly synergizes with Odin's mixed defenses. Granting Distant Def 3.png Distant Def 3, Odin's defenses when attacked at range jump considerably, and when synergized with the rest of his kit, result in him taking, essentially, no damage from most units at 2 range. (choosing whether to forge +Def or +Res should match whatever you choose as your boon)

Assist Skill: No particular assist skill is any more necessary for this build than any other, but don't confuse "Flexible" with "Not necessary". All of Odin's punch on this build comes from being attacked on the enemy phase, and unless his special is charged, he will likely not do meaningful damage on his turn so it's better if he can use his turn to rally or reposition teammates than take pot-shots at foes.

Special: The choice between Icon Skill Special.png Glacies or Icon Skill Special.png Ignis comes down to which stat you took as your IV boon. Odin, like Matthew, is one of the unique circumstances where we take the 4 turn charge Ignis or Glacies over the 3-turn Bonfire or Iceberg because Odin's attack is SO bad that he's honestly only ever going to do any damage at all when his special triggers. Given that, we want the turn that his special DOES trigger to pack a wallop. FYI, when counter-attacking a 2 range unit with this build, before any buffs, merges or supports are taken into account, Glacies or Ignis will be dealing an additional FORTY damage on trigger.

A Skill: Distant Def 3.png Distant Def 3 doesn't add any frills, it just keeps this build doing what it does better: tanking ranged attacks. When taking a ranged attack to his boon/forged stat, Odin's Def or Res will be a staggering 50, and his non-boon stat would be a, still respectable, 43 before any buffs or supports are taken into account.

B Skill: Guard 3.png Guard 3 is the preferred, but expensive choice here. Reason being: Odin won't be KOing enemies unless their resistance is horrendous or his special is charged, so if he's letting them start charging their special on him, he might be doing more harm than good tanking their shots, PLUS it helps stop them from piercing his massive defenses with a Icon Skill Special.png Luna or the like. Ironically, Dull Ranged 3.png Dull Ranged 3 is also a very nice option for him given that it further accentuates his identity of being an anti-ranged unit as long as you don't mind cannibalizing 2 Morgans. Due to high defenses making Vantage not needed, high speed making quick riposte not often needed and the fact that he isn't a really useful attacker on player phase making desperation not needed Odin doesn't actually need some of the highest demand B-skills in the game. Odin DOES have other options such as running wrath as a niche option that could allow Bonfire or Iceberg to be run instead of Ignis or Glacies if you can lower his health to the threshold, or a ranged breaker skill to hard counter a particular unit. But, honestly, if you aren't running guard or dull ranged, it would probably be best to give him a budget B skill such as Seal Res 3.png Seal Res 3, or Seal Spd 3.png Seal Spd 3.

C Skill: Odin's C skill is largely flexible. A Resistance boon Odin with a forged +Res Blárserpent+ will hit 32 Res before merges and buffs are considered, so Ploy skills CAN be reasonably run on him Res Ploy 3.png Res Ploy 3 probably being the most useful to make it easier for Odin to do meaningful damage. Other notable options are Threaten Res 3.png Threaten Res 3 and Threaten Spd 3.png Threaten Spd 3 for being generally useful for debuffing enemies that end up near you after you tank them (just be sure not to double up on the same debuff as your B skill if you went with a budget "seal X 3" option), but, ultimately, as with many builds, MOST C skills are workable, and this slot is fairly flexible.

Sacred Seal: Distant Def 3.png Distant Def 3 is wanted here for the same reason it's our A-skill and Blárserpent+ is our weapon. All these bonuses stack and, while it's situational and relies on Odin being attacked by a ranged unit, when he is, he's a stupidly sturdy wall, and he can return mighty special counterattacks.

~Sonic The Hedgedawg
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Power OVERFLOWING!
Atk Spd Link W.png Odin's Grimoire (Skill)
Stats: +Spd, +Atk/-Hp
Click to show/hide build description 
Odin's new weapon and refine have completely reinvigorated him, and now he rises from the ashes of low tier to soar among the skies of high tier units, like a dark phoenix of blazing flame!

At first glance, he simply has a slightly more powerful bladetome with the special penalty removed. While it does slightly improve his combat effectiveness, it's not much of a change. So what's the big deal?

Odin's Grimoire has Atk/Spd Link 3 as its refine. Whenever he uses a movement assist (or has one used on him), it will give him and the ally +6 Atk/Spd. Obviously, such a significant buff is well worth the positioning, but this build's true power relies on its B skill: Def Res Link 3.png Def/Res Link 3.

With this skill, Odin is now capable of giving a single unit and himself +6 in all stats, which translates into a whopping extra 30 damage for himself because of his weapon's effect. Depending on the situation, you can have him nuke something on player phase or you can have him position an ally into the fray with massive buffs.

IVs can be +Attack or +Speed, depending on your flavor. +Speed is preferred because it will give him 35 speed, or 41 after a buff. That's enough to prevent him from getting doubled by most units while also letting him double others. There's nothing wrong with +Attack, but you might need to use the Quick Riposte 3.png Quick Riposte 3 seal to confirm kills on the enemy phase. -HP is his only real option for a bane, as it will leave his defenses untouched, which lets him duel dragons fairly evenly.

Odin's Assist skill will largely be a matter of taste. Icon Skill Assist.png Swap is chosen here because it involves the least amount of map luck; it allows for him to quickly switch with the ally he wants to buff at any place on the map (as terrain allows). Icon Skill Assist.png Reposition is the most popular of the movement assists for good reason, but there are times where he will be unable to use it effectively because of terrain or close quarters. Icon Skill Assist.png Draw Back or even Icon Skill Assist.png Smite are also viable alternatives, depending on how risky you're willing to play.

Special is Icon Skill Special.png Glimmer for the firepower boost. Because of the amount of damage a fully powered bladetome produces, Glimmer's extra damage boost will often help confirm kills on higher res targets that he cannot outright OHKO. Icon Skill Special.png Moonbow is also an alternative if he's constantly going against mages.

His A Skill is Close Counter.png Close Counter to capitalize on his mixed bulk. Odin has 43 HP with a bane and 25/25 defenses at neutral, which becomes 31/31 with his buffs. So long as he has his buffs up, he will be able to tank nearly all red units and KO them right back, along with most blue units.

As discussed above, his B Skill is Def Res Link 3.png Def/Res Link 3. It is the core of this build and is considered mandatory. If you want to squeeze more combat effectiveness out of Odin, it's possible to have someone else run this skill while he runs either Desperation 3.png Desperation 3 for player phase or even Special Spiral 3.png Special Spiral 3 for constant Glimmer procs. Because it would take away from the self-sufficient nature of this build, it's not considered above, but it's something to think about if you're willing to keep him and his support partner glued together.

C Skill is flexible. Res Smoke 3.png Res Smoke 3 is chosen so Odin can do as much damage during enemy phase as possible if the enemy is grouped up together. However, it's not as important as his other passive skills, so it's really what you really need in there.

Odin's Sacred Seal comes down to what you chose as his IV. If he has +Speed, then he can opt for a stat boosting seal like Attack Plus 3.png Attack +3 to maximize his damage, or Speed Plus 3.png Speed +3 to double more foes. Close Def 3.png Close Def 3 is also an option to increase his enemy phase effectiveness. If you went +Attack, the same seals can also be used, but Quick Riposte 3.png Quick Riposte 3 is more reliable because it will ensure he will not miss a double attack.