Fortress Res/Builds

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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 curated builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. These builds have not been reviewed or were reviewed but deemed in need of improvements - thus 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
Universal Crystal.png Medium investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
The Emperor of Flame with an impressive 40 in Resistance aims to debuff all equally! This build is meant to be well rounded and serve well in many areas and game modes simaltaneously.

He has two Assist Skills he can run well. Draw Back works well on mages in general, but can also be used for AI manipulation, which is essential if you want to use Valflame's built in Ploy Skills. Ardent Sacrifice lets Arvis pay 10 HP to heal another unit for 10 HP, which he can easily make up again using his exclusive B Skill Recovery Ring, which heals 10 HP at the start of every turn. Both Assist Skills also work well if you choose to run a buff in your C Skill slot. His Special is Iceberg, dealing an extra 20 damage with Fury 3 and Fortress Res 2/3, which lets him take out a multitude of units far easier, especially if you can get off Valflame's Res -4 debuff.

His A Skill and Sacred Seal work similar in nature; Fury boosts every stat by 3 while inflicting 6 damage after every battle while Fortress Res 2 grants Resistance +4 while inflicting Attack -3. Though he would appreiacte a higher attack stat this brings his resistance up to 40, ensuring that Valflame will procc against almost all enemy units. With his tanky resistance he can also take on green mages easily on enemy phase without taking damage and heal Fury's damage next turn using Recovery Ring. For his C Slot you can run pretty much anything. He comes with Def Ploy which while not beneficial to him can help his allies a lot. Same goes for any kind of buffing skills like Hone Atk.

Overall this build can be exceedingly useful in many areas. In Tempest Trials and Chain Challenge he can act as an impromptu healer with Ardent Sacrifice, in Grand Conquest he can hang back at the edge of the map, ploying every enemy in cardinal direction, and his offensive stats are good enough to be used in arena, though that may depend on meta units. (At the time of writing this Robin: Fell Reincarnation is one of the best units in the game, and Arvis can easily defeat him even with his squishy defense and HP stats and Robin's unique weapon.)

Last but not least he is relatively cheap to build. You can find all his skills on 4 Star units, unless you choose to opt with a particular C Skill, and the improvement from Fortress Res 2 to Fortress Res 3 is minimal, so you don't need to invest in it.
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Canas’s Res is ok but with inheritance,it can become better.With Res Tactic,he can support his allies with helping them stand against mages and take some hits as well. With the Reciprocal Aid and Renewal,he can be a Healer as well. Also with Keen Rauorwolf,he can be a threat to cavaliers but Rauorblade can work fine as well. Plus Atk/Res Bond 3 will further give him a boast. So Canas can be a combination of a supporter,healer,magic tank,and attacker.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry

A description has not been written for this build yet.

Pen.png Creative
Dueling Crest.png Arena
Universal Shard.png Low investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Niche: This Chrom is for my Robin: Fell Incarnation who is -Atk, so that's why he has Atk Tactic 3 - to boost Robin's Atk and to give my healer a little extra muscle..

Special: I'm thinking of giving Chrom Galeforce, but I will try that later.

Seal: Chrom has a 60 Atk right now, and a 23 Res. I wanted to make sure that he would withstand some Mages, so I gave him Fortress Res 1, which I will improve once I have the resources.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Valentine's Ike is undoubtedly among the strongest red armor units in the game due to his powercreeped Aether (Radiant Aether), glaringly high speeds for an armored unit, and astounding base kit. This build focuses on maximizing the potential of V!Ike's Special.

The IVs should be +Res/-HP. A bulkier Ike (especially one with a mixed bulk) will be able to heal back damage taken much easily. This build strays away from +Atk (a common IV) because a more powerful first attack will lessen the healing potential of Radiant Aether.

Wo Dao+ (Res) is the weapon of choice, due to its magnification of Radiant Aether's damage and, therefore, healing power.

Fort. Def/Res, although rare and also without DC, is valuable to use here because V!Ike is in desperate need of tankier stats to pair with his healing special. The attack penalty, compared to standard Fortress skills, is quite small (and may actually help with lowering the damage of the first attack, thereby increasing the healing potential of the special).

Special Fighter, which is part of V!Ike's base kit, is vital to his performance as an armor unit. Faster special charging on both phases means that he can heal up more often.

The C slot is quite flexible. If V!Ike has armored allies, Armor March could be useful for added mobility (this soft counters ranged units, which are this build's #1 counter). However, since V!Ike needs more speed to double reliably, then if there is a lack of support, V!Ike's innate Even Spd Wave will not disappoint.

The S slot is mildly flexible. Fortress Res enhances mixed bulk, which pairs well with healing specials. However, if no one on V!Ike's team (including V!Ike) has armor march, Armored Boots will suffice. Armored Boots has great synergy with Radiant Aether as the special will help meet Armored Boot's 100% HP requirement.
Hero Feather Darkened.png High investment
Resistance Plus W.png Rogue Dagger+ (Res)
Icon Skill Assist.png Flexible
Stats: +Res/-Def
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Linde’s Res is ok and all but with the +Res iv,she gets a superboon on it. So with the Brazen Atk/Res,she can get a +7 on them when damaged and also +3 Res from the weapon refine. Also putting Fortress Res seal on her further increases but you can use Resistance +3 if you don’t have it or you don’t want her attack stat lowered. Iceberg will increase her damage thanks to the buffed up Res.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
You are a tower of debuffs. If you are attacked at full health, you will retaliate twice and activate Iceberg on the second attack. It's likely you will kill.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
Anti mage nuker (will need a healer).
Build Icon Alternative.png Alternative
Orb.png Very high investment
Click to show/hide build description 
With this build a bulky healer is ensured
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Stats: -Atk/+spd
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This build aims to take advantage of Robin's spectacular defensive stats to make him a full-on enemy phase tank with a nice little twist. The goal is for his IVs and armor buffs to make Robin just fast enough to avoid being doubled, with Vengeful Fighter allowing him to double in return. When combined with his other skills, this allows him to guarantee Ignis going off every time he is attacked, a skill quite likely to end any unit foolish enough to challenge him

Warding/Steady Breath Warding is preferred to help bring Robin's resistance up to his high defense, but Steady Breath will serve the main focus of enabling an Ignis to go off from getting attacked a single time.

Vengeful Fighter Probably the star of this build, Vengeful fighter not only allows Robin to double anyone who attacks him, but also gives him an extra special charge for doing so, combined with a breath skill, and Robin will be able to get a total of 4 charge each time he is attacked before he gets to perform his follow-up, guaranteeing Ignis's activation, and with more than twenty damage added from Ignis, most units will have a hard time surviving

Our C passive is primarily for armored teams, and as such can be whatever best supports your group. If not using this build in Armor Emblem, then Armored Boots is highly helpful to allow Robin to keep up with all of the other members of the team, though it is not mandatory

Fortress Res 3 much like Warding Breath, this is designed to help relieve some of Robin's issues with red mages, in exchange for a small amount of his astronomical attack, Robin is able to increase his resistance by five, making him far more difficult to finish, but of course as with most stat boosting skills, this is far from mandatory and can easily be changed to fit your needs
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Class Breath.png Dragon
Click to show/hide build description 
There are many builds for this unit. However, if you are unlucky enough (or lucky) to get the +Res and -Atk boon/bane set, this Robin can become an above average mixed defensive unit that can counterattack everything regardless of range (with the exception of counter-blockers). With her colorless nature, she will not take additional damage from the advantage triangle though must be aware of anti-dragon weapons that may show up. Advantage against colorless weapons do not affect Fell Vessel Robin as much due to her mixed defence.

With this set, Robin is not meant to deal a lot of damage, but to soak up a lot of it. The +Res/-Atk boosts her Res to 29, just one point lower than her Def at 30.

Expiration is her bread and butter, allowing Robin to counterattack at any range and deal damage to ranged units based on the lower of their defence or resistance. Despite the -Atk flaw, this means that the opponent will still be taking a considerable amount of damage if they are ranged units. With the Reciprocal Aid assist skill, Robin can potentially restore a decent chunk of HP to defend against more attacks. Unless there are at least two or more attackers or opponents created to deal with her, Robin will never fall to a single attack.

Normally, dealing more damage would be a player's best friend. However, with this kind of build, Robin is better off with the special skill "Escutcheon" or "Pavise" as it reduces damage done to her at melee range. Melee range opponents that do not take as much damage from her counterattacks have their damage output reduced, allowing Robin to take even more punishment.

Dragonskin remains the best A Passive Skill for Robin as it is a mix of Iote's Shield and Bracing Stance 2. This increases her Def to 34 and Res to 33 if the opponent initiates the attack. Excalibur and bows can no longer threaten this flying medium tank.

With her B Passive Skill being Renewal 3, Robin becomes a flying, regenerating, tank that restores her own HP by 10 every two turns. Opponents must rely on Special Skills to have any chance of tearing through her regeneration and above average defenses. They also have to be careful of getting hit by her fairly high Atk even when it is a flaw for this set.

In a close-ranged situation, Threaten Atk 3 effectively adds 5 Def/Res to Robin's defenses against units that are within two spaces of her as it reduces their Atk by 5.

Although Robin's Sacred Seal options are very flexible, it is best if she adds on Res 3 as it boosts her survivability, bringing her basic protection stats to Def 30 and Res 32. Fortress Resistance and Defence could be used as well, but the Atk -3 is a bit too much as her -Atk does not help her damage output.

Immortal Vessel Robin is best when paired with units using Fortify Dragons, adding to her protection every turn and causing Robin to become an effective wall against anyone without dragon-killing tools or colorless-advantage weapons (Buffed Protection - Def: 36, Res: 38). With the advent of Vallite Songstress Azura and the crazy Gray Waves + Prayer Wheel + Atk Tactic 3 combination, Robin becomes a 3-Movement, steamroller that is almost unstoppable without anti-dragon/anti-colorless weapons.)
Pen.png Creative
Hero Feather Darkened.png High investment
Click to show/hide build description 
This build aims to make Shiro an absolute beast of a tank on the enemy phase.

For the IV's, +res or +def are the best for his boons as the goal is of course for him to tank as much damage as possible. Res is preferred as his base def is already pretty good. Hp is chosen as his boon because his weapon refine will make up for it, and he shouldn't be taking much damage anyways.

For his weapon we chose Berkut's Lance+ refined for res. The refine will help increase his res to be closer to his def, and the +7 when he is attacked pairs nicely with his native steady stance.

For his assist his native swap is an excellent option, as it allows him to get himself in a better position or get an ally out of a bad one. Reposition is another good option for getting his allies out of a bad situation.

His special should be either bonfire or ignis. Either one works well, which one you use really just depends on whether you want more damage or a shorter cooldown.

For his passives we go with steady stance for his A slot. This allows him to have even more def on enemy phase, and he comes with it naturally. Alternatively, a more expensive option could be steady breath, as the special charge bonus definitely outweighs the two less def he would get. For his B slot we go with quick riposte. This is the go to for enemy phase tanks like Shiro, allowing for guaranteed follow up attacks. For his C slot we go with def tactic. He comes with it naturally, making it a great option for him to provide some buffs to his team.

For the seal we choose fortress res. This combined with a res boon and weapon refine brings him up to 35/34 def and res respectively, a noticeable improvement over his 22 base res. This is brought even further on enemy phase with Berkut's Lance and steady stance to an excellent 41/41 defensive spread. Have an ally running res tactic C and def tactic SS and now he has 47/47 def and res on enemy phase. With this, very few units will be able to much damage to him at all.
Universal Shard.png Low investment
Icon Skill Assist.png Flexible
Stats: Atk+/-Spd
Click to show/hide build description 
This build increases Sothe Def/res sacrificing his atk+ iv. And the Vantage3 allow him to have a chance to kill a distant enemy when his life is below 75%.
Pen.png Creative
Orb.png Very high investment
Click to show/hide build description 
This is a character build, so it's based on the character and stats of Wrys.

I picked +Res due to his high res stat, being tied as the highest in the game, and -Atk due to him being the second weakest healer already as well as him straight up saying that he won't fight.

I picked Pain as the weapon, as while Wrys doesn't fight, he's a firm believer in pain being a way to instruct. So this way you'll be teaching your enemies a lesson not to mess with you by decreasing their health by 10 since Wrys likely won't be doing any damage with his attack. I also picked the refine that makes the enemy unable to counterattack.

For his assist, his standard Rehabilitate+ is great for healing those in critical danger, while I suggested Physic+ for specific situations where he's blocking a mage and can't move close to another unit to heal them, or if it's a very strong mage and he needs to heal himself via his B skill without putting another unit in danger. These are for very specific scenarios where the map setup limits your movement, which is why it's the second option.

For his special, his standard Heavenly Light is good, as he can heal the whole party at once when his special is charged. Imbue is another option for if you're using Physic+ and need to heal a single unit more.

For the A Passive, Fortress Res would fit best, as he's not a fighter anyway and he gets a boost to his res that isn't dependent on health and is active on both player and enemy turns. The Resistance +3 skill is the budget version of this without decreasing attack.

His B Passive is his natural Live to Serve 3, as then he'll heal himself as he heals others. Also fits his character as when he isn't healing the wounded in battle, he's taking care of orphans. Always willing to serve and help others.

For the C Passive, Atk Ploy 3 is best to make use of his extremely high res, though a more budget option is Threaten Atk 3. Both are helpful in decreasing the attack of stronger mages and enemies in general.

For the Seal, Deflect Magic would be quite good, as Wrys has pretty low speed and will likely get doubled, though you could always increase his res further with Res+ or even use the Atk Ploy seal instead of the C skill to free up the C spot for something else. Another alternative is the Distant Def seal for higher res when attacked from afar than with the Res +3 seal.

This build is basically set up so that Wrys can heal effectively, lower enemy unit attack, as well as tank mages of all types as well as unrefined dragons, dealing 10 damage to anyone he attacks so your other units can pick them off easily.

Metacat8 (talk) 18:53, 19 July 2018 (UTC)