|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.