Fury/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 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 Cavalry.png Cavalry

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
Defense Plus W.png Armorsmasher+ (Def)
Icon Skill Assist.png Reposition / Flexible
Stats: Neutral
Click to show/hide build description 
The build is designed to capitalise on Alfonse's above average Atk and Def to give him an anti-meta role to counter most of the common armors that he is likely to face as a bonus unit.

Icon Class Red Sword.png Armorsmasher+ allows Alfonse to OHKO basically all green and red armors and deal considerable damage against blue armors, potentially lethal even to them when combined with a special. Def Refine allows Alfonse to tank more damage ontop of his decent defenses.

Atk Def Bond 3.png Atk/Def Bond 3 is luxury fodder to maximise his bulk against armor units as well as to keep him above threshold for Quick Riposte/Swordbreaker. Fury 3.png Fury 3 gives Alfonse more opportunities to actively take OHKOs against enemy armors but reduces Quick Riposte to potentially a one use ability, although if Alfonse OHKO's his first battle on Player Phase, he can still use Quick Riposte on his subsequent battle.

Quick Riposte 3.png Quick Riposte 3/Close Def 3.png Close Def 3 allows Alfonse to bulk up considerably but may die to faster red swords in the meta. Swordbreaker 3.png Swordbreaker 3/Quick Riposte 3.png Quick Riposte 3 reduces Alfonse's bulk but allows him to directly counter major sword threats as well.

C Slot is flexible for whatever the team needs, most likely a Spur or Hone/Fort. Icon Skill Assist.png Reposition is a universally good melee assist the slot can also be used for rallies and other abilities.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Click to show/hide build description 
Alfonse's weapon refine gives him some new tools in order to bolster his strengths of fighting on color units. In addition, due to the new Arena that puts a spotlight on forcing players to get kills with their bonus units, being able to secure Alfonse a niche is important to scoring well.

Weapon

His native weapon, Icon Class Red Sword.png Fólkvangr can be refined to receive Brazen Atk Def 3.png Brazen Atk/Def 3, while his special refine gives him Triangle Adept 3.png Triangle Adept 3. This is quite powerful in securing his green matchups, especially against dragons who target his low res, and is thus a very strong option for him. Alternately, just going the +Def refine helps his sword matchups, while not completely compromising his blue matchups. If your team can support Alfonse going for last hits on blue units, this refine or even +Res for green dragon matchups would be better.

Special

Alfonse has fairly good defense, especially when boosted by Fólkvangr when he is at 80%, and thus either Icon Skill Special.png Bonfire or Icon Skill Special.png Ignis works best for him. Bonfire will be charged up for a second strike after fighting a sword unit or a slow axe unit, while Ignis is better if the first unit is faster than Alfonse, doubling him and thus allowing for an extremely powerful follow up turn.

A Skill

There are a couple of A skills that suit Alfonse well. The first is Fury 3.png Fury 3, which gives him stats depending on if you want to player phase swords or enemy phase, while also getting him closer to the 80% range for Fólkvangr.

Alternately, one can rely on the Triangle Adept effect of Fólkvangr's special refine to carry his first combat and go for Brazen Atk Def 3.png Brazen Atk/Def 3 to make his later combats more powerful, even if he can't hit the enemy twice. This also lets this set score at the second highest bracket Alfonse can score in (if one changes his special and assist to Aether and a Dual Rally).

B Skill

The best budget B skill for Alfonse is Swordbreaker 3.png Swordbreaker 3. He can either rely on the Triangle Adept effect of Fólkvangr's special refine or just the def refine to take minimal damage from green units, while still allowing Alfonse to have strong sword matchups.

C Skill

As with most units, Alfonse's C slot is flexible and should be based on whatever his team needs the most. Typically, this is a buff of your choice.

Seal

While Swordbreaker allows Alfonse to always double swords, the Quick Riposte 3.png Quick Riposte 3 seal gives him strong enemy phase, letting him double green units, as well as other opposing sword units utilizing Swordbreaker. While it won't always be active with the Brazen effect from Fólkvangr or the skill, it carries his first combat which is extremely important for setting up any build that utilizes Brazen effects.

Alfonse is a straightforward unit that wants to play towards his strengths. With minimal investment he can be built to be quite effective against a specific array of units.

— Soulskourer (talkcontribs)
Orb.png Very high investment

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Defense Plus W.png Slaying Axe+ (Def)
Icon Skill Assist.png Pivot / Swap
Stats: +Spd,+Atk,+Def/-Res,-HP
Passive Icon C.pngArmor March 3.png
 Armor March 3 / Flexible
Passive Icon S.pngClose Def 3.png
 Close Def 3 / Flexible

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
i was bored
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
test --HertzDevil (talk) 10:27, 22 June 2019 (UTC)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This set is somewhat similar to the Pain+ sets that staff units tend to run around with. Get your special charged up, activate painful AoE damage, and continue to do so, while negating any type of resistance with Vantage 3 when at low enough HP.

An attack boon is absolutely mandatory for this set to truly shine, however it can still work even without it. The bane largely won't matter too much, so long as it isn't attack, but Res or HP are usually the go-to on banes for this set. Only go defense bane if arena score matters, otherwise, you will likely need the defense to get your special charged up in the first place.

Reposition is a staple on most teams, but it is especially crucial on Ares if you employ hit and run tactics with him. Special is basically a choice between a larger effect of spread damage for less overall damage, or a larger damage output for less overall spread effect. This one is completely up to your discretion. It is worth noting that Growing Wind has the same spread range as Pain+.

A Passive really depends on how much resources you have, or how much you value it. As of writing this, melee units dominate the meta, so it might not be a bad idea to roll with Fury 3 to increase the overall attack power of Ares, and ease of turn 1 baiting. Fury 3's bleeding damage also will help him get into the Vantage 3 threshold he needs. But if you're feeling bold, Distant Counter will allow him to negate any type of resistance 2-range units will try to put up when in Vantage 3 range and he's already popped his special.

Vantage 3 is the bread and butter for this set, and is the reason why this set functions as it should. You drop to this threshold after applying the AoE damage you need, and watch as the enemies run into Ares like lemmings. You must be wary of Firesweep, Windsweep, Dazzling, Sacae's Blessing, Hardy Bearing, and any of the Hoshidan Festival daggers however, otherwise you risk getting blindsided.

Savage Blow 3 inflicts even more damage spread on top of the spread damage your Special inflicts, further closing the gap Ares needs to finish enemies off on the enemy phase.

Quick Riposte 3 might be an oddity for a set potentially running Fury 3, but you will need a safe way to activate your special to begin with. Just let an axe unit charge at you, or something. Bonus points if said axe unit immediately brings you into Vantage threshold.

All in all, that explains this entire set. It isn't completely bulletproof, however. The aformentioned skills that negate counter attacks, and other skills that negate Vantage 3 will end up being the demise for Ares. As well, Vantage 3 is the key to his set, but it can also be his downfall. If he has no safe way to get into Vantage 3, or the enemies he can bait doesn't deal enough damage, then he might not be able to do his thing, especially if blue units are left alive. Positioning is key here, so do not let anyone get out of the range of fire for Ares, because a Wings of Mercy 3 unit with full health can easily turn his day sour.

Play your cards right, and you have a landmine waiting to detonate. Falaflame (talk) 02:29, 11 September 2018 (UTC)
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium investment
Icon Skill Assist.png Swap / Flexible
Stats: +Spd/-HP
Click to show/hide build description 
This build focuses on trying to use as much of Arthur's base kit as possible. Thanks to Emerald Axe+, his decent Def and not entirely dreadful Res, he makes a solid blue tank. This is mostly useful in Arena Assault where you know what you're going up against because who doesn't want another cheap Reinhardt bait?

Since we're sticking with his budget kit, Icon Class Green Axe.png Emerald Axe+ is chosen as his weapon of choice. With it, he can tank almost all meta blues with ease (only exception being fully buffed Corrin (F) (Nohrian Summer).

Fury 3.png Fury 3 is a relatively budget option found on 4★ Hinata which gives him much needed stat boosts all-around offensively and defensively. His default HP Plus 5.png HP +5 can still be kept if a player does not have access to Fury, but this hurts him twofold in that he loses not only Def/Res for tanking, but much needed Spd to help him not get doubled as well. He also appreciates the extra Atk from Fury as well since he will lose out on a handful of player phase KOs without it.

Lancebreaker 3.png Lancebreaker 3 can be kept as his default option to deal with both tanky and speedy blues, inclusive of Effie and the high Spd Blue Lance fliers (eg. Tana). Axebreaker 3.png Axebreaker 3 is also an option as well to gain wins on speedier axes such as Camilla, variants of Minerva, Amelia, and Titania. It also prevents Hector's Armads' effect from going off, but Arthur will still have trouble dealing with tankier greens regardless of what he takes.

Quick Riposte 3.png Quick Riposte 3 ventures into less budget territory but can pick up the win on both the aforementioned blues and greens on enemy phase but lacks the flexibility of player phase KOs. Quick Riposte 2.png Quick Riposte 2 can also be used instead as a cheaper alternative to QR3.

Passive C is left flexible based on team composition although Hone Attack or Hone Speed are both buffs teammates can appreciate for a quick go-to option. His default Icon Skill Assist.png Swap is fine, but can be replaced by other assists if preferred.

For his special, either Icon Skill Special.png Moonbow or Icon Skill Special.png Bonfire are fine, whichever is available. The former activates more often and helps him pickup wins he barely misses out on without while the latter has a more hefty damage boost due to his 33 Def, picking up even more wins when active.

For his IVs, take +SPD since although his Spd is not exceptional, +Spd will still help him tank more things. With +Spd and Fury, he sits at 35 Spd which isn't terrible. For his bane, -HP is the preferred choice since a bane in any other stat hurts his matchups. Additionally, a -HP bane can be patched up with HP Plus 3.png HP +3 or Squad Ace A 1.png Squad Ace A 1, so it hurts less than other banes.
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium investment
Passive Icon C.pngDef Ploy 3.png
 Def Ploy 3 / Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
Click to show/hide build description 
This is a budget build that focuses particularly on utilizing Arvis's amazing magic tanking capabilities. Unlike fellow red tome users on more favorable, extreme sides of the offensive spectrum, such as Celica and Tharja, Arvis's passable Attack and very average Speed don't exactly lend themselves to nuking or sweeping. However, Arvis's amazing Resistance gives him a niche similar to that of Sanaki and Lilina: the ability to go toe-to-toe with green tome users, which are some of the most common metagame-centric threats at this time of writing. Additionally, unlike Lilina and Sanaki, Arvis's natural Speed stat allows him to ever-so slightly avoid doubles from unusually built enemies, such as higher merged units, or slower units that choose to increase their speed through Speed boons and Fury 3. If you already own hyper offensive red mages such as Celica and Tharja, but want to find a niche for Arvis and/or require a specialty green mage counter in Arena or Arena Assault settings, this build is worth consideration.

The key difference between this set and other standard Arvis builds is the main use of Triangle Adept 3 rather than Fury 3. In particular, using the former skill enables Arvis to specialize even better against opposing green units: he will take significantly less damage from green tome users while dealing more to these enemies in return. For example, a typically buffed +10 Nino with Gronnblade+ and Fury 3 will double and KO if Arvis chooses to use Fury 3; if Arvis uses Triangle Adept 3 instead, he consequently persists with 15 HP. Therefore, Arvis can successfully bait and weaken/kill most green tome users slower or weaker than this, including Deirdre, Julia, and even fully Horse buffed Gronnblade+ Cecilia.

If your team would prefer to eliminate these threats immediately, Green Tomebreaker ensures that Arvis can bait, double, and kill pretty much any green mage outright. Additionally, Green Tomebreaker prevents a fully buffed Fury 3 Spring Camilla from doubling and killing Arvis instead. Most green magic threats aside from the provided examples, however, will not be able to kill Arvis in a similar manner, so Recover Ring can be used instead to recover quickly from skirmishes. In combination with either Reciprocal Aid or Ardent Sacrifice, Recover Ring allows Arvis to act as a pseudo-healer if your team requires such utilities. To expand Arvis's list of targets he can tank and counterattack, Red Tomebreaker improves his matchups with opposing Red tome units (such as Celica, partially-boosted Tharja, and opposing Arvis) instead. Swordbreaker similarly does the same with common sword units, though keep in mind that a number of them also have access to a weapon with built-in Distant Counter and will take advantage of Arvis's depressing Defense.

Valflame further drives in the supportive aspect of this set with its superlative debuff effects (it's essentially a free Attack and Res Ploy in one weapon slot) while being reasonably powerful on its own. It may be tempting to use Rauðrraven+ with Triangle Adept 3 for the added benefit of also handling colorless foes, though Arvis's low Defense makes him susceptible to overpowering from the likes of Quickened Pulse + Moonbow Brave Lyn. Additionally, Valflame's debuffs come in handy too often to pass up. The choice between Iceberg and Moonbow depends on whether you require a nice damage bomb or a stronger counterattack in enemy phase, respectively.

Arvis also comes with Def Ploy, which can be used to support his team, but it can also be switches for another skill, if it isn't needed or something else is required.
Pen.png Creative
Stamina Potion.png Chain
Universal Crystal.png Medium investment
Click to show/hide build description 
With his legendary weapon and high resistance, Arvis has multiple long-range debuffs that can weaken enemy units to improve his own combat capability in addition to supporting his team. He brings the uncommon niche of a being a red mage, and while his speed is rather average, he is perfectly suited to taking out tough and slow green units like Bike or baiting green mages with his large magical bulk.

For his assist skill, Arvis becomes a pseudo-healer by using Icon Skill Assist.png Ardent Sacrifice. His unique B Skill Recover Ring.png Recover Ring allows him to generate and share 10 HP every turn to his allies - twice as fast as any other unit with Renewal. This exceptional power to heal therefore makes him an invaluable asset in endurance modes, since a slot in a team does not have to be sacrificed for a dedicated healer. Icon Skill Assist.png Reciprocal Aid is not recommended, since although it provides a faster heal in some situations, Arvis's low base HP often prevents him from healing teammates fully using this method.

In terms of his A skill, Fury 3.png Fury 3 is the best choice. It provides him with a hefty increase to all his stats, which helps to alleviate his mediocre speed and bolster his defenses. In general, Fury's chip damage makes it an undesirable skill for endurance modes, but with Recover Ring.png Recover Ring Arvis can negate this downside, making Fury an especially powerful skill for him. With Fury, his resistance increases to 36, which ties with Wrys as the highest in the game (assuming neutral res IVs), allowing his debuffs to work against nearly any enemy unit he comes across.

As mentioned above, Arvis's default B skill, Recover Ring.png Recover Ring, is kept as it is a strictly better version of Renewal 3.png Renewal 3 that synergizes with both Ardent Sacrifice and Fury.

His C skill, Def Ploy 3.png Def Ploy 3 does not benefit his own combat effectiveness but can help soften up targets for physical attackers on his team, fitting his role as support. Alternatively, if it is available, Spd Ploy 3.png Spd Ploy 3 can also be used, which further remedies his mediocre speed and gives him and the rest of his team the opportunity to double more units.

In terms of his special, Icon Skill Special.png Iceberg works well with his high res to nuke an enemy for +18 extra damage when it activates.

His Sacred Seal is flexible to the specific needs and preferences of a team. Deflect Magic 3.png Deflect Magic 3 is a specific counter to the faster red/green mages like Nino that may kill him when buffed. Otherwise, he can lean to support with any Hone or Spur seal.
Pen.png Creative
Stamina Potion.png Chain
Orb.png Very high investment
Click to show/hide build description 
Don't like positioning Arvis to ploy? Cheerleader Marth went down with an earlier TT team? This build enables Arvis to provide +4 Atk/Spd to nearby allies, as well as a steady sustainable +10 HP per turn through Ardent Sacrifice, without much though required for positioning. Fury is a bit of a no-brainer with Arvis' unique Recovery Ring, allowing him to effectively use the +3 all stats without incurring any meaningful penalty. Darting Blow is offered as an alternative to help secure more doubles. This build could be helpful in Infernal/Abyssal challenges where Arvis cannot reach the Res required to debuff enemies' inflated stats.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
Athena's default kit mostly gels together, although her C skill is pretty garbage except to help that last bit grinding sword units from 35 to 40. Moonbow as a 2 charge is exactly what you want with a Wo Dao+, so there's no real need to change her weapon or special.

As far as IVs go, the bane matters a lot more than the boon. -Res is about the only viable bane to utilize with her default kit, as -HP simply makes it too easy to kill her even with better defenses and debuffing. -Atk and -Spd defangs her offense quite a bit, and -Def defeats the purpose of being able to get really good defense when you're attacking. +Spd helps her a little more than +Atk simply because 41 base speed is amazing both offensively and defensively. It all but assures you not getting doubled by anything, and 44 base damage + Sturdy Blow's 4 damage + Moonbow + Wo Dao's extra damage proc is more than capable of bringing down most foes.

--Srsfacei8c (talk)
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 
- CV (talk) 17:35, 23 October 2018 (UTC)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Flying.png Flying

A description has not been written for this build yet.


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