|This build attempts to turn Silas into an Enemy Phase unit with great mixed defenses while also making sure he can deal damage in retaliation. As it relies on inflating Silas' defenses as much as possible, this build reaches full potential within an all-cavalry team which can provide an additional boost through Fortify Cavalry.
In spite of what Silas' stat spread may suggest, the use of a refined Berkut's Lance+ plus the combination of Close Defense and Distant Defense will push his defensive stats to a surprisingly even level on Enemy Phase. As for the refine, it depends on his asset: a +Def asset will ask for a +Res-refined Berkut's Lance, and vice-versa. Speed is the ideal flaw for this set as he'll usually not need it by virtue of Quick Riposte enabling him doubles on Enemy Phase anyways. Due to the heavily offensive nature of this set, HP also sounds like an alternate flaw: However, it is not recommended for a few reasons: Silas' mixed bulk might still not be sufficient to prevent chip damage from hyper offense units, therefore all the HP he can get is good to both stay alive and remain in HP range for Quick Riposte. furthermore, HP is a superflaw, meaning a 4-point drop in the stat.
Using Close Defense and Distant Defense in tandem ensures that he will not be too weak against neither mages nor dragons - depending on IVs and the corresponding refine applied to Berkut's Lance, he'll reach either 51 Def/44 Res with a +Def IV and a Res-refined Lance or 52 Def/43 Res with a +Res IV and a Def-refined Lance, both accounting for the additional bonus brought by Fortify Cavalry. As for the C skill, it's mostly free of choice, though if your team does not have a Hone Cavalry recipient, it's a good idea to stick it on him.
If your cavalry team does not have a decent enough mage counter, then an alternative exists through placing Distant Counter in the A slot and Distant Def 3 as a sacred seal so Silas gets a chance to retaliate against mages that attack him. That'll make dragons a bit scarier for him, however. Another option that exists is giving him Close Defense twice, both as an A skill and a sacred seal, ensuring him maximum Defense and Resistance when facing melee units. His ranged capability will suffer somewhat, however.
Ignis and Bonfire are the specials of choice as his heavy defensive investment will leave his offensive stats a little to be desired otherwise. The choice is made whether one wants consistency over sheer power, though it's important to pay mind that due to his abysmal speed, he'll get doubled by nearly everyone, which is actually beneficial for him to charge his specials faster.
With this build, Silas will appreciate support from healers who will be able to keep his HP in check at all times in order to remain in Quick Riposte's HP range; Offensive greens are also an excellent match for this build, as he'll be able to tank the red units that normally counter them, and fiercely retaliate in return.
It's important to note that this build is almost completely worthless on Player Phase, as all the defensive bonuses it brings are reserved to Enemy Phase. As a result, it's best to use Silas as a way to Reposition an ally out of danger during Player Phase.
Miguling (talk) 21:00, 22 January 2019 (UTC)