Fire Emblem Heroes Wiki:Build Center/Skill/Seal Atk

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These skill build pages meant to be used for general skill insight. As these pages are new and still in their infant stages, any suggestions and contributions to improve them are welcome. Feedback can be left on the Skill Build Page Feedback page.

Heroes with builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. The quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
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This build hopes to utilize Cain's unique weapon to make him an effective physical tank. Bull Blade's unique skill combined with Steady stance and Close Def can boost his defense up to 49 in the enemy phase with the right boon. Combine that with Seal Atk and most sword, axe, bow, and dagger foes will be barely able to touch him. Bonfire makes use of that high defense, but Escutcheon comes on him naturally, and could help to negate any damage that makes it past your impressive def. Brazen Atk/Def is arguably better as an A skill as it works in both enemy and player phases. It mainly depends on what you have on hand. As for the C skill, Atk smoke helps negate damage in much the same way Seal Atk does, but since you need at least one other cavalry ally to activate his weapon refine skill, a cavalry boosting skill makes a lot of sense. Goad Cavalry is just a personal preference
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
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use the most of his base kit and heavy blade and seal attack to charge astra and lower the damage of a posible counter attack the secondaries are used to lower the chance of being doubled and for those with higher budgets
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry

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
Click to show/hide build description 
Matthew is a rather underrated unit. He is one of the most versatile units that I have used. I had been running this same build with Rogue Dagger+, but he becomes an essential with the Sky Maiougi+ for all of those pesky knights that have been popping up lately.

For the most all-around Matthew, I would suggest a +Atk build (due to the drop in 4 points from + to neutral). I found that he becomes more effective in general battle with that added boost. That being said, a +Def would work just as well with this build, allowing him to tank more hits. With such moderate stats, I would suggest a -Hp or -Res so as not to take away from any of the other essential stats. -Hp is preferred if you want him to be used against dragons or mages as well. If strictly for physical battles, a -Res might be better.

Armored units have been taking over the game as of late. To counter this, Matthew with a Sky Maiougi+ is your solution. 41 Atk might not seem like much, but it can do a significant amount of damage against most armored units. With a +Def refine, Matthew gets a rather modest 33 defense, helping him to tank a few hits. It doesn't seem like much, but with his skill set his can effectively debuff every unit into glorified marshmallows, tossing sprinkles and rainbows at Matthew and the rest of your units. This is where Close Counter is ESSENTIAL. Without the ability to counter these physical units, Matthew essentially becomes a punching bag. Close Counter will let him 'roast' these marshmallows (bad joke, stay with me here...), with the added ignis obliterating any who oppose.

This same build, again, can be done with a Rogue Dagger+ for a more "general" Matthew use. However, if you don't ever want to have a problem with knights again, Matthew is your man.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
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I've found the Deflect Melee seal to be probably the worst Deflect Seal, because it requires consecutive attacks from melee units to function but is restricted to melee units themselves. As a result, the Deflect Melee seal's use is almost exclusively to counter Brave weapons or Firesweep weapons. However, one can harness the power of Firesweep for themselves to exploit its use for a physical tank.

This build can function for any slow, bulky unit able to equip a melee Firesweep weapon (a similar build can be done with Hinata and a Firesweep sword due to Hinata and Oboro's similar stat spread). In Oboro's case, she bolsters a hefty 38 defense with a boon and respectable HP as well. She's a slow unit, easily getting doubled. But getting doubled is exactly what you want in this build, which is why you want a Spd bane to increase the chances of it happening. Atk Ploy works marginally better on her due to her middling resistance compared to other physical melee units, which is also why you want to avoid a Res bane. If you happen to have a Res bane Oboro, you can opt for Threaten Atk, which should work just as well. Just be wary that she'll be even more susceptible to mages.

This build is certainly unorthodox, as Firesweep weapons are used almost exclusively for offense. However, this build abuses the Deflect Melee seal to provide optimal defense. With Aether as a special, Oboro can initiate a fight and make her special trigger go down to 4. On the foe's turn, they will likely attack Oboro themselves, and she will have a whopping 42 defense from Steady Breath. It should ready her special trigger, as she'll most likely be doubled and Steady Breath increases the special charge rate. The bonus here, however, is that she will take reduced damage on the second hit by 80% (assuming you have Deflect Melee 3), essentially granting special charge +4 for one hit (which is likely to be relatively weak anyway). She can then attack and trigger Aether, which should heal her for most of what she lost. Alternatively, you can turn her into a bruiser by giving her Ignis, raising damage output by 30 points sans bonuses.

The only crucial skills here are the Firesweep Lance, Steady Breath, and Deflect Melee. Her B, C, Special, and Assist skills are fairly flexible. I offer skills that help mitigate the enemy's attack, as she can then increase her tanking even further. Renewal can also be used to recover HP, as Aether may not be enough on its own (especially against green foes).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
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Oboro, Hinata, and Takumi all shared the experience of defending the great wall of Suzanoh against Nohr. Because of that wall her beloved Takumi defended, she swore to be a wall even more capable, a wall that will not fall, many enemies throwing themselves at her; to no avail. Access to pass this Oboro? Over her dead body, which won't happen, no matter the enemy. This can only be achieved with (at least) ok Hp, which she has, extroardinary defense, which she also has, and untouchable resistance, which she needs work on to have, in any circumstance.

The Wall of Suzanoh can be put in any mode, and work just as effectively. Her ivs somewhat fix her bad resistance, and her speed is unfixable and unnecessary, so it can have a minus iv.

Her weapon, Berkut's Lance+, helps her with her resistance problem a little bit. Swap is good on her, so she can get an ally out of, but herself into, an enemy's attack range. That assist is tailored to this kit. But, the standard reposition (or draw back) is also ok. Her special should be focusing on her strongest point, defense. Ignis for more damage, bonfire if the player wants it to happen more.

Now, her A, B, C, and S slots. Her b and c slots are very flexible, but Seal Attack 3 will work well as those enemies relentlessly throw themselves at this monster, she can't double, and she doesn't have the attack to one- shot them. So battling multiple enemies at once with this Oboro can start to wear her down, but with seal atk, even after they attack her for little damage, there atk lowers. Renewal can also be run to keep her alive. Threaten atk and atk smoke are really the only options working towards her being the almighty Suzanoh wall. That would be lowering her enemies' attacks. Smoke is more expensive than threaten, but in more situations than not, works better. Now, these two parts along with her weapon are the jewels of this build. In the a slot, Close Defense 3, and as the sacred seal, Distant Defense 3. This means when being attacked (and for an enemy phase unit, that isn't too uncommon) at any range, she gets +6 defense and +10 resistance. When being attacked at any range, not including seal or threaten or smoke attack, her Hp/def/res is 40/45/38. She really has become the wall that will now protect Takumi, especially with those stats...
Dueling Sword.png Optimal
Hero Feather Darkened.png High investment
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Stahl is a very underused unit with mediocre stats and a poor stock skill set, but behind those harsh facts about poor ol' Stahl there's actually a surprising amount of potential with some good move support. Sporting a great HP stat for a cavalry and a moderately decent attack and defense stats, they play a large part in his success with this build.

Firesweep S+ combined with Seal Atk and Atk Smoke turns him into a fearless paladin of the frontlines. Tomes are his only fear, with Dragons being kept under control with the help from Close Def. The overall set is to control the attack stats of all enemies on the field while buffing his allies wit Def Tactic. This functions well in both the arena and chain challenges such as Tempest Trials.

To maximize his potential its suggested that he be Summoner Supported to push him to his absolute limits, but he's still quite capable without it. This is a very fun build that brings the most overlooked cavalry hero to the frontlines.