Fire Emblem Heroes Wiki:Build Center/Seliph: Heir of Light

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Red Sword.png
Stats
47 / 34 / 24 / 30 / 22
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Steady Heir

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Brave Seliph
Stats: +Atk/-Res
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.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
King's Tower
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A defensive build that intends to turn Seliph in to a very resilient physical tank but without completely giving up on his offensive potential. Ivs explanation: +DEF is taken to augment Seliph's already impressive physical tolerance; -RES is taken because Seliph is vulnerable to all kinds of magic even with a RES boon. Steady Breath gives him +4 defense when attacked, further enhancing his tanking ability. Additionally,it accelerates his special cooldown,helping build up Bonfire to deal massive damage on his opponent. Tyrfing is maintained because of its high might. Furthermore, when its innate Defiant Defense 2 becomes active it will make more difficult for enemies to fell a weakened Seliph,especially on the enemy phase when Steady Breath takes effect as well. Also, since the Defiant buff activates at the beginning of the player turn when Seliph's HP is ≤50%, an allie with healing skills could cover up some of the harm he received after Tyrfing's buff becomes operative on that turn without deactivating it, allowing him to engage with enemies on that the player phase with Tyrfing's special ability in a safer way. However,remember that Tyrfing's effect do not stack with Hone or Rally buffs. Quick Riposte helps patch his low speed when defending, also allowing him to inflict more damage by striking twice and building up Bonfire faster. Swordbreaker can be taken as a replacement, if the player wants to give him more utility on the player phase as well. For C passives, Panic Ploy puts his massive HP to good use by helping him reverse buffs on foes. Alternatively, Threaten Attack amplifies Seliph's defenses when active. Bonfire is the special of choice as it capitalizes on his great defense to skyrocket his attack power and thanks to Steady Breath & Quick Riposte/Swordbreaker it will be ready relatively quick. Ignis is an alternative if the player wants heavy output at the cost of a bit slower cooldown. HP+3 enhaces his survivability.Assist Skills are flexible--Bentermuler (talk) 19:13, 3 September 2017 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Beware
Atk Def Bond W.png Tyrfing (Skill)
Stats: +Atk/-Spd
Click to show/hide build description 
To this day I don't understand why people dislike Seliph's refine. It is insanely powerful.
Hero Feather Darkened.png High investment
Heir of Magic Walls

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Orb.png Very high investment
Like Father, Like Son
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This set follows a similar build to that of Seliph’s own father, Sigurd. While Seliph doesn’t get all the perks that Cavalry units get, he still has a a bit of usability.

Divine Tyrfing is a must-have for Seliph, as it allows him to take only 50% damage on the first hit of a magical attack while granting him a free Res + 3. This improves his survivability overall and makes it difficult to OHKO him using magic.

Swap is just there to switch more frail allies out of range of more dangerous threats, while Reposition can be used to propel allies into combat.

Aether is the best option for Seliph because Steady/Warding Breath charges it rather quickly on defense. Additionally, it will heal Seliph by 50% of damage dealt, which will be quite a lot due to Seliph’s recent Atk power. Ignis is another option if you don’t have immediate access to Aether, and packs a powerful punch because of Seliph’s high Def. On top of that, Ignis charges faster than Aether and will likely deal more damage.

Either Steady or Warding Breath 2 can be used, but Warding Breath will help him survive against magic attacks more easily because of the Res +4. Since Seliph is slow, he’s highly likely to be doubleattacked. It only takes two hits to fully charge Ignis and three hits to charge Aether, giving Seliph decent Special uptime.

Quick Riposte 3 allows Seliph to retaliate against faster foes regardless of their speed. It will also instantly charge both Aether and Ignis—activating them if the foe can doubleattack. The only issue is the HP threshold, which can be shut down if Seliph loses more than 30% of his HP. Alternatively, Seliph can run Swordbreaker to at least level the playing field against other Sword wielders. Ignis will charge and activate upon counterattack while Aether will be ready to go for the next attack.

The C Skill is flexible depending on your team composition.

Seliph, unfortunately, doesn’t have access to Sigurd’s Crusader’s Ward. The closest he’s gonna get is with Deflect Magic. He won’t be able to reduce damage taken by archers, but magic is where his major weakness is anyway. Combined with Divine Tyrfing, he’ll only take 35% of the total damage dealt by a two-hit magic attack. This does not affect dragon breaths or staff magic, so beware of them. Distant Def 3 can work, and reduces damage dealt by archers and daggers, but it doesn’t reduce damage from magic by quite as much.

Overall, Seliph is a decent tank who can retaliate rather powerfully with Ignis or Aether. He prefers to play on defense and can soak up magical attacks quite well because of Divine Tyrfing and Deflect Magic. His weaknesses are quite glaring however, and there’s not too much that can be done to alleviate such issues without extensive support by his allies. Additionally, he can’t do much to help his allies outside of positioning skills and C skills.
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
New Mixed Tank Seliph
Click to show/hide build description 
This Build is especially good in Arena Defense Teams. Except Dragons nearly all Meta Units have Problems to OHKO Seliph. Even a +10 merged Reinhardt with horse Emblem buffs can´t OHKO a non-merged Seliph, if he gets +3 speed from one of his allies.

The core of this Build is to let him get attacked by an enemy and charge up his Ignis with Warden Breath to kill most of the common units in the player phase.

For his A Skill we need Wardens Breath. With every bonus stat combined Seliph can get 29 res, which is enough to tank most hits with the combine power of Divine Tyrfing and Deflect Magic 3. Thanks to his low speed he gets doubled by almost any common mage in the game, which always charges up his Ignis to get the revenge Kill in the Player Phase.

For his B Skill u can run his default Brash Assault to make sure he doubles the Enemy in the Player Phase (since most enemies bring him down to 50% of his life) after getting hit. You can also run Bowbreaker for a safer Matchup against Brave Lyns if u don´t have any other checks for her. His B Slot is flexible though, so you can experiment with it. Sword Breaker against the common Black Knight and other fast Sword Units is also a good choice.

For his C Skill you can either run Panic Ploy, since Seliph can ploy most Units with his 47 HP or Infantry Pulse to support the Team. Some Drive Skills can also work.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Divine Seliph
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This build capitalises on Seliph's good attack and new access to Divine Tyrfing. Given Seliph's low speed, it is important that he has Quick Riposte as an enemy phase unit. Alternative versions of this uild can utilise other specials such as Ignis or Aether in conjunction with Steady Breath, as with both Distant Def 3 seal and Divine Tyrfing's ability, it is not as necessary for Seliph to counterattack. Without Distant Def, it is more important that Seliph has Distant Counter to avoid taking too much damage.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Optimal
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Seliph has become a lot stronger with time. His access to Divine Tyrfing in combination with Deflect Magic makes him capable of tanking most magical damage. With +Atk nature, Seliph can reach very high atk values unbuffed, but if your team is unable to give Seliph the buffs he requires to properly defend against magic, you may prefer +res iv. Because of Seliph's massive HP, he can run -HP at not much cost, though skills like Panic Ploy become less potent, and Infantry Pulse may be straight up useless. As a result, +spd may be preferable, though this will cause him to take more damage overall, and once he is out of Quick Riposte range he strongly relies on one-shots, though he is very capable of delivering them. Aether helps Seliph be more independant and self-supportive, and is great for arena score, though you may prefer a more potent or consistent special such as Astra, Bonfire or Ignis.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Mixed Tank
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This build makes Seliph very difficult to ORKO. His good defense combined with Quick Riposte allow him to tank hits and charge Ignis, with Steady Breath also furthering both of these aspects. On top of that, Divine Tyrfing and Deflect Magic seal makes it nearly impossible for mages to take him out in one round of combat. He is able to ORKO many melee units on defense and if attacked and doubled by a ranged unit, he can attack with Ignis on player phase which is enough to kill most frail ranged units.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
super Armor Seliph
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This Selpiph is able to tank quite some dmg its not 0 DMG but most of it will be reduced with this build. his divine Tyrfing already gives him some resistance against mages with the additional dmg reduction then deflect Magic should reduce the taken Dmg even more because he mostly will get doubled. there was one thing tho Sigurd couldn't do wich is having steady breath wich gives Seliph the ability to even have dmg reduction in close combat battles. with Escutcheon and Shield Pulse 3 his shield special will be already ready to trigger. Steady Breath gives the build a final kick. Steady Breath allows him in the enemy phase to recharge his Escutcheon when he counters wich blocks the next attack if the enemy doubles. you aslo could give him Heavy Blade if you should have an +Atk Seliph but it can come to issues if the enemy has higher Atk

Story Hitter Seliph[edit source]

Orb.png Very high investment
Seliph This build is invalid.
Icon Class Red Sword.png Tyrfing / Wo Dao
Icon Skill Assist.png Rally Spd / Rally Spd/ Defense
Stats: +Atk, -HP
Passive Icon A.pngSteady Stance 4.png
 Steady Stance 4 / Distant Defense 3
Passive Icon B.pngBrash Assault 3.png
 Brash Assault 3 / Atk/ Res Link 3
Passive Icon C.pngPassive No Image.png
 Odd Defense Wave / Threaten Defense 3
Passive Icon S.pngPassive No Image.png
 Spd/ Res Bond 3 / Hp/ Spd 2
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Ment to help support my other allies