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Firesweep L+/Builds

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Feh Face FC.png Oooh, what's this?!

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.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
Catria is able to combine great attack, speed, and some bulk with a firesweep weapon, and the ability to put a large distance between herself and her victims after battle. If she has a team of fliers behind her with the reposition skill, you'll be able to beat maps and enemy teams without so much as getting hit. Fliers are unique in that they are able to go over impassable terrain as well as forests, making anywhere there isn't a wall a viable place to retreat to. Combine this with a weapon that disables counter attacks, and a B skill that brings the user away from the enemy regardless of terrain or outcome of battle, and suddenly you have an untouchable unit.

This build works for the simple reason that you can attack a unit without taking any damage AND leave their attack range before the enemy turn begins. It is VERY powerful.

Since you should already be putting Catria with a team of fliers it should be fairly easy for her to be affected by a hone or several goads, increasing her attack and speed by as much as +14 points, enough to devastate almost anything in the first attack.

While not an explosive one shot build, this IS a top tier competitive build allowing for flawless victories against +10 merged meta units in arena while combined with a competent support team.

YourBestFriendJ0, Roman, & Co
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Summer Cordelia witha +ATK IV reaches the same attack/speed statline of her original counterparts +SPD IV used in her Firesweep builds. 35 Attack and 38 Speed. That statline, now available on a Pony.

As the build name suggests, we're using her basically perfect statline for it firesweep lance, alongside moonbow or glimmer for special. Her assist is whatever works better for you between draw back and reposition. Outside of fliers I dont care for my firesweepers to have reposition so I would go with draw back here.

A slot priority is swift sparrow, but using life and death isnt a huge difference here, just sacrificing a bit of ability to tank a hit on enemy phase when need be.

B Slot has a lot of room here. Chill speed will basically guarantee Cordelia is doubling anyone other than lancebreakers. However if you are missing chill speed, swordbreaker will fix the issue of doubling most enemies as most of the speediest issues are all swords anyway. If you have a chill speed somewhere else in your team, that opens up the possibility of running something like hit and run for positioning advantage.

Seal slot comes down to team. If you are in an emblem team I would go attack for sure, as 6 speed from hone cavalry, or especially 12 speed from 3 goads is as much as you will need. Even outside of that though, hone speed with a swift sparrow A slot puts her at 46 speed, there isnt much that will stop you from doubling, especially when backed up by chill speed or swordbreaker. However if you dont have an emblem buff or hone speed on your team, Speed seal will be the better option.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Cordelia has respectable attack and speed, allowing her to function similarily to other fast horse lances. However, instead of opting for '"`UNIQ--item-457--QINU`"', we use Firesweep Lance+ to more safely engage on enemies without being countered.

The choice of ATK+ or SPD+ mostly comes down to buffs available. With '"`UNIQ--item-460--QINU`"' for example, Peri benefits more from ATK+. Without it, she more consistently doubles enemies with SPD+, making it the superior choice.

Peri's assist skill is flexible and should be selected based on your team's needs.

'"`UNIQ--item-463--QINU`"' is picked as a solid option to add additional damage to Peri's second engagement. As she should not be counterattacked, it will activate on her second attack, should her first not KO the opponent. You can also run '"`UNIQ--item-466--QINU`"' alongside '"`UNIQ--item-469--QINU`"' to maximize damage on the first engagement, making it an effective option.

'"`UNIQ--item-472--QINU`"' is picked in order to buff Peri's damage output and ensure that she has high enough speed to double most of her opponents. Her high speed also ensures that she will almost never be doubled by any unit without a brave weapon, which is essential to survive and defeat any enemy that is able to return damage to her. The skill also benefits from '"`UNIQ--item-475--QINU`"', as it keeps Peri from taking damage when initiating combat. '"`UNIQ--item-478--QINU`"' deserves mention for keeping Peri slightly safer on the enemy turn, although it makes her slightly more likely to doubled by certain glass cannon units, such as Nino. It is also rather rare, so '"`UNIQ--item-481--QINU`"' is preferred.

Her B skill has a couple options, mostly coming down to preference. '"`UNIQ--item-484--QINU`"' allows you to safely draw a dangerous target into range for an ally to defeat, while Seal Attack will allow Peri to survive a few more key encounters by herself--namely '"`UNIQ--item-487--QINU`"' Nino: Pious Mage '"`UNIQ--item-490--QINU`"' or Spring Camilla without buffs. It also allows her to safely debuff powerful enemies for her teammates to engage.

Her default C skill, Threaten Def, functions perfectly fine and does not need to be changed.

While Peri faces stiff competition as the role of a blue cavalry unit, she stands out as the most viable of them capable of doubling enemies safely for physical damage, giving her a slight niche. She is also more common of a unit than other top blue cavalry units.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Icon Skill Assist.png Flexible
Stats: +Spd/-Res
Click to show/hide build description 
This gives her stupidly high attack and speed allowing her to utilize Heavy Blade and double most units, even if unbuffed, but definitely when buffed. This allows for Glimmer to take effect on hit two basically guaranteeing a KO against everything except greens with high def.
Pen.png Creative
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Stats: +Spd/Atk, -Def/Res
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
Click to show/hide build description 
Certainly, this build might look ridiculous at first glance, but it gives Cordelia a chance to actually tank and survive a lot of units even with her horrendous defensive stats. True, you lose her standard Galeforce with its ability to give you a chance to kill multiple units in one turn, but it greatly improves her survivability, especially against tanky greens.

As a Firesweep user, there isn’t really a need to put Desperation in her B slot, freeing it up for other skills. Most Firesweep Cordelia builds use Hit-and-Run or Drag Back to let her get away after assassinating her target, but I, personally, find that these skills can sometimes cause problems with positioning themselves. With Renewal equipped instead, Cordelia regains 10 HP every other turn and therefore can risk being close to most enemy units every three turns (due to her likely being able to double everything in her way, especially with a couple speed buffs) or even two, with the Heavy Blade seal equipped. Her high Speed prevents her from ever being naturally doubled herself. You WILL need to watch out for brave weapon users (and similar, like Dire Thunder Reinhardt) and lancebreakers though.

This build isn’t very viable for fast-paced arena play, but it shows its true worth in Chain Challenges or Tempest Trials, letting her survive far longer than she normally would. It’s not really that hard to get the fodder needed for SI either. You get two free Hanas to upgrade and inherit Life and Death, and 3-4 star unit Fae comes with Renewal. If you don’t have her, you can get Renewal from another free unit, Lissa, though it requires the use of an extra unnecessary 20,000 Hero Feathers. The hardest part of this build to get is the Firesweep weapon itself, absolutely requiring you to have obtained Roderick, but he’s not all that rare, so it’s a safe bet to say that you’ll eventually get him, if you haven’t already.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build leverages Cordelia's oppressive offensive stats and pairs it with the ability to negate counterattacks. In other words, she is able to ORKO most units in the game without taking damage, letting her challenge multiple enemy units in a single match. The '"`UNIQ--item-412--QINU`"' gives her a hefty 50 base Attack, which rises to 54 when attacking. Her Speed on initiation is 42, which when paired with Hone buffs allow her to double nearly the entire metagame. A boon in Atk can also be useable, but moreso in Flier Emblem teams where Cordelia can get a Spd buff. This is due to Spd being key in this build in order for Cordelia to double and maximize her damage with Firesweep.

'"`UNIQ--item-415--QINU`"' is the focal point of the set, giving her a much needed boost to Speed and Attack. '"`UNIQ--item-418--QINU`"' is a passable alternative for those who lack Swift Sparrow, but it weakens her enemy phase by a noticeable amount.

'"`UNIQ--item-421--QINU`"' is her go-to B-passive, since it makes all the more difficult for enemy units to kill her, especially when paired with teammate positioning assist skills. '"`UNIQ--item-424--QINU`"' provides similar benefits if Hit and Run is not available, but causes Cordelia to pull an enemy back with her if she does not finish off her target.

Cordelia's C-passive is completely up to a player's team composition. On a flier team, she can run '"`UNIQ--item-427--QINU`"' or '"`UNIQ--item-430--QINU`"' to provide buffs to her flier teammates.

Her special should be offensive-focused such as '"`UNIQ--item-433--QINU`"' or '"`UNIQ--item-436--QINU`"'. Unlike in Brave builds, due to Firesweep Lance+'s higher Mt, Draconic Aura can potentially provide more consistent damage over Luna than Brave builds (which almost required a boon in Atk). Luna is more consistent against sturdier enemies though, such as Armored units who Cordelia would otherwise not ORKO.

Cordelia can also opt for '"`UNIQ--item-439--QINU`"' to devastate teams with successive attacks. If Galeforce is used, '"`UNIQ--item-442--QINU`"' and '"`UNIQ--item-445--QINU`"' should be used for faster activation of Galeforce.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build targets a niche that's very rare in Fire Emblem Heroes: reliable, safe Galeforce procs. Utilizing her robust offensive stats and intense speed, Cordelia not only kills the large majority of the entire roster (including greens), but does so while taking no damage, and being incredibly resilient due to her high speed, should she need to take an attack. The power of the build scales even further when complemented with a dancer, allowing her to kill three targets in a turn, regardless of if the targets die in 1 or 2 hits.

It's essential to note that this build generally requires Cordelia to be buffed with '"`UNIQ--item-486--QINU`"' and '"`UNIQ--item-489--QINU`"' to achieve the best spread of matchup results, which means that you must have obtained Hinoka at some point.

'"`UNIQ--item-492--QINU`"' grants her a large boost in Atk compared to '"`UNIQ--item-495--QINU`"', giving her reliable access to '"`UNIQ--item-498--QINU`"', while enabling her to more recklessly attack into otherwise suboptimal matchups. It's incredibly important to note that '"`UNIQ--item-501--QINU`"' requires enough Spd to double a target to generate value over '"`UNIQ--item-504--QINU`"', and is generally countered by '"`UNIQ--item-507--QINU`"' and '"`UNIQ--item-510--QINU`"'. This can, of course, be countered by running a matching breaker of your own.

'"`UNIQ--item-513--QINU`"' is incredibly powerful and versatile for flier teams. Cordelia is no exception. Aggressive plays, retreating, abusing terrain, '"`UNIQ--item-516--QINU`"' enables it all. Otherwise, if you're hunting for arena score, a double rally is the way to go, although it's completely redundant for the comp via '"`UNIQ--item-519--QINU`"'+'"`UNIQ--item-522--QINU`"'

'"`UNIQ--item-525--QINU`"' is the centerpiece of the build, enabling Cordelia to tear through entire armies. Paired with a dancer, she can eliminate 3 people in arena a turn. Offers the max arena score as well.

'"`UNIQ--item-528--QINU`"' is the engine that drives this build, giving her increased Special cooldown per attack to help her activate '"`UNIQ--item-531--QINU`"'.

Her B slot is largely flexible, and should be carefully adjusted to adapt to the meta. She can generally equip '"`UNIQ--item-534--QINU`"' as a catch-all, but there are certain alternatives currently. For example, Reinhardt is a prevalent meta pick in arena, who typically offers Cordelia a guaranteed Galeforce proc. A certain subset of Reinhardt players run him with '"`UNIQ--item-537--QINU`"', which means that '"`UNIQ--item-540--QINU`"' is actually a pretty reasonable choice to continue to secure her galeforce procs against a common enemy.

'"`UNIQ--item-543--QINU`"' is an incredibly fun choice in non-Arena content.

'"`UNIQ--item-546--QINU`"' and '"`UNIQ--item-549--QINU`"' are typically lackluster for this build. It's an aggressive playstyle that wants as much forward momentum as possible to snipe key targets. If you aren't yet comfortable with player phase flier teams, it's a decent choice to serve as training wheels, but you'll find yourself caught in some matchups running it.

On a flier team with Corrin (F) (Nohrian Summer) or Camilla (Spring Festival), she'll need to run '"`UNIQ--item-552--QINU`"' to enable the bladetome wielders to reach their maximum nuke potential (Cordelia and the Bladetome both desire Hone, and the Bladetome desires Hone+Fort). Otherwise, depending on the composition of your flier team, '"`UNIQ--item-555--QINU`"' and '"`UNIQ--item-558--QINU`"' are perfectly fine.

It's essential when running this build that you deliberately plan the order in which you attack enemies, as well as who you attack and what they have equipped. For example, against a team with Lyn (Brave Heroes) and Reinhardt, Reinhardt requires 2 hits to kill, while Lyn often requires one. This means that the correct move to generate maximum value for your team is to attack Reinhardt first to activate galeforce, followed up by finishing Lyn. Squishy reds should also be avoided as primary targets as well, for the same reason. Also note that Cordelia can eliminate many greens, as well, and can even springboard off of tanky greens to access her preferred target behind them.

To this end, it's also important that matchup stats are carefully calculated. There are situations where the correct choice is actually to avoid honing or goading Cordelia, to ensure that she doesn't kill the target in one hit.

While being able to chip targets you'd otherwise normally have to avoid is powerful, it's important that you note the build of the person you're going to chip. For example, if you're attacking a Hector who's running '"`UNIQ--item-561--QINU`"' and '"`UNIQ--item-564--QINU`"' or '"`UNIQ--item-567--QINU`"', you can accidentally create a situation where Hector gains lethal on somebody who he otherwise wouldn't have if you chipped with another unit first, and finished with Cordelia.

Lastly, on weeks where dancers are available as bonus, this build kicks into overdrive, as dancers allow this build to activate galeforce no matter who they hit first. Enjoy!
Pen.png Creative
Icon Arena Defense.png Defense
Orb.png Very high investment
Icon Move Armored.png Armored

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
Click to show/hide build description 
Est is back and she’s better than ever! Now that Defense Ploy is a seal she can run Defense Ploy and Speed Ploy simultaneously. With a speed boon, Swift Sparrow 2, and Speed Ploy, Est can reliably double all but the fastest units caught in the debuff. Reaching reliable levels of speed allows Est to join the Firesweep meta.

Defense is the core of the build, allowing Est to get in huge amounts of damage while taking none in return. This leaves Est with no enemy phase, however for such a player phase oriented unit, this is a small tradeoff.

Stats/High investment will allow Est to be run on a team made up of other player phase units, be they glass mages, or other firesweep users. Allies can attack and then Est can move them to safety.

All-purpose will use Ests high Res to deal quick and reliable damage to enemies. Stats is also usable, and actually outperforms Iceberg. Iceberg is preferable to Moonbow since Moonbow depends on the enemy having high defenses Iceberg depends on Est herself, which is much more consistent and predictable. Glimmer takes Est's high attack output into account and can be activated the first time she initiates if she is used to bait a mage or dragon beforehand, which she can safely do thanks to her high resistance.

High investment is a higher scoring A skill that helps Est reach the speed threshold she needs to consistently double while also increasing her attack and leaving her resistance intact.

Optimal combined with a Cavalry or All-purpose gets Est out of danger after securing a kill. A combination of Firesweep, Hit & Run, and a positioning assist allow for players to clear entire maps without any units even taking damage.

Stats is a huge help in getting Est to double enemies, and not only does it help her, but it helps all her allies to double fast enemies. It can also be used to prevent enemies from doubling slower, enemy phased ally units.

High investment, The skill that started it all, is an extra five damage to every unit caught in its debuff, ten extra damage when Est doubles. Like Speed Ploy 3 it uses Est's high res, is easy to use, and helps Est along with her three other teammates. So Est does not necessarily have to be the unit to attack, even if she is the one applying the debuffs, which can be done from the complete opposite side of the map!
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
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
Icon Move Cavalry.png Cavalry
Stats: +Spd/-Res
Click to show/hide build description 
With a solid 33/34 offensive stat line, Oscar can put the '"`UNIQ--item-72--QINU`"' to effective use. It is the weapon of choice, allowing him to assail his foes and receive no counterattack in return. He will also be unable to counterattack, however.

His Assist is '"`UNIQ--item-75--QINU`"', which moves an ally to the other side of the user. This can be done to help an ally get closer to an enemy, or it can be used to get an ally out of danger.

His Special is '"`UNIQ--item-78--QINU`"', which halves the foe's Def and has a charge of 3. Due to the rhythm of his strikes, he'll be able to strike twice and then his Special's charge would be at 1. Then his next target will take one hit, followed by a hit with his Special activated. This would effectively be the same length as '"`UNIQ--item-81--QINU`"', but Luna has a stronger effect, and is preferred here.

His A skill is '"`UNIQ--item-84--QINU`"'. It grants +4 Atk and Spd when initiating combat, boosting the power of Oscar's attack and granting him higher Spd to double attack more opponents. '"`UNIQ--item-87--QINU`"' is another alternative that grants +5 Atk and Spd, but it also drops Oscar's Def and Res by -5, which would compromise his defenses. While he wouldn't be able to counterattack anyway, if he has to take a hit, it wouldn't do him well to have a skill that can put him at risk.

His B skill is either '"`UNIQ--item-90--QINU`"' or '"`UNIQ--item-93--QINU`"'. Both of these skills allow Oscar to retreat backwards one space after attacking. This can help him get back into formation with the rest of his allies, and it also makes him perform hit and run tactics. They both serve the same purpose, although Drag Back will drag an enemy back with Oscar if they survive that round of combat, which means another ally can take over and finish the job. However, Drag Back will not work if the enemy unit cannot move into the space that Oscar was in.

His C skill should be a cavalry buff of some sort, like '"`UNIQ--item-96--QINU`"'. To make the most of Oscar, he is best used on a full cavalry team. They could grant him the buffs he needs to help him defeat his foes, and he can also support them with buffs as well.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry

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
Icon Move Armored.png Armored

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
Stats: +Spd/-Def

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Universal Shard.png Low investment
Click to show/hide build description 
Roderick's default kit is pretty complete as a specialist support unit for the rest of your team. At 3 movement with '"`UNIQ--item-213--QINU`"' and '"`UNIQ--item-216--QINU`"', he can safely go fishing for any enemy unit you want to bring closer to the rest of your team. Plus, his offense stats are pretty solid so it's not like he just tickles people as he does so.

When it's too dangerous to ram him into things to go fishing, he can serve as utility support with '"`UNIQ--item-219--QINU`"' and '"`UNIQ--item-222--QINU`"'. This means whatever you have that is tanking the enemy hit will be up a solid 6 defense/3 resistance.

As far as Specials go, you'll get the most out of '"`UNIQ--item-225--QINU`"'. There's little reason to go with '"`UNIQ--item-228--QINU`"', as you should treat this unit's combat abilities essentially like a Brave Lance. If you're +Spd nature and bring horse buffs, you're likely going to double the universe which means 3 charge specials are more valuable than 2 charges. Luna gets you the most bang for your buck as Roderick's defense stats are pretty bad therefore Bonfire and Iceberg don't add much.

Possible budget A-passives include '"`UNIQ--item-231--QINU`"' (gives his attacks a little more punch to them), '"`UNIQ--item-234--QINU`"' (gives him more chance to double with Firesweep), or '"`UNIQ--item-237--QINU`"' (doesn't provide as much of a Atk or Spd boost the latter do, but still provides stat increases he can use).

--Srsfacei8c (talk)

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