Guard/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.
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Lot's of attack like wowza. Also plus seven in both defenses by himself.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Defense Plus W.png Wo Dao+ (Def) / Fólkvangr
Stats: Neutral
Click to show/hide build description 
This build aims to make Alfonse into a more enemy phase physical brawler type hero vs. the other more player phase-oriented builds.

The main star of the show is Steady Breath.png Steady Breath which not only gives Alfonse even more bulk, but also allows him to charge his special more quickly. Thanks to this, Alfonse can make use of his solid Def and Icon Skill Special.png Ignis to provide huge bursts of damage. Couple this with Quick Riposte 3.png Quick Riposte 3 for the ability to counterattack twice for more special charges, and Alfonse becomes capable of taking out even a few blues who engage on him (eg. Catria, Tana, by the skin of his teeth, unbuffed Cordelia.

For his weapon choice, Icon Class Red Sword.png Wo Dao+ gives Alfonse an additional +10 damage when his special activates. This is mainly useful for picking up foes who would otherwise tank his QR counterattack damage (eg. Zephiel, Effie, and Subaki). Icon Class Red Sword.png Fólkvangr misses out on these tankier foes, but still provides similar and more consistent results thanks to its additional Mt (eg. On Player Phase without special, he can take out variants of Brave Lyn while Wo Dao+ fails to in some cases).

Taking Quick Riposte, however, does mean he dies to popular Moonbow-equipped Red Swords such as Ryoma and Ike. Swordbreaker 3.png Swordbreaker 3 can then be used as a tech option to handle these threats but at the expense of coverage against other heroes that QR provides.

Finally, for his assist, a positioning assist like Icon Skill Assist.png Reposition provides utility and mobility support for the team and is a strong option to take. His C passive is flexible and should be taken based on the needs of the team (although if cost is an issue, his default Spur Atk 3.png Spur Atk 3 can be taken).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment

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
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
This build is intended to make Berkut a mixed tank, functioning best under a Fortify Cavalry buff. If specials aren't an issue, Guard can be replaced by QR and the seal can be swapped out for Close/Distant Defense, depending on the rest of the team's needs. Iceberg and Bonfire are nearly identical, with Iceberg dealing slightly more damage on enemy phase.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
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- CV (talk) 19:48, 15 August 2018 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Speed Plus W.png Wo Dao+ (Spd) / Slaying Edge+ (Spd)
Stats: +Spd/-Res

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
Icon Move Armored.png Armored

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 Cavalry.png Cavalry
Click to show/hide build description 
Pulling a Chrom that was -Atk really made me think of useful niches that he could provide without his sky high attack stat. This Chrom build has a specific niche that only he can do: be an anti-dragon Galeforce unit.

IVs: -Atk is actually not that bad for Chrom. As stats go, he can't really dump any of them. His three stats that are super-banes (Spd, Res, and HP) are all very useful against dragons: -HP will result in definitely getting affected by Panic Ploy 3.png Panic Ploy 3, -Res will reduce his ability to take hits from them, and -Spd means he will be unable to proc Icon Skill Special.png Galeforce. -Def is reasonable, but it would be detrimental against Myrhh making Chrom unable to double her unless he had already taken damage. -Atk is still reasonable, leaving Chrom at a respectable 34, more than enough for what he's going to be doing. Additionally, -Atk can mean the difference of attacking once or attacking twice, which can determine whether he can charge Galeforce or not.

Weapon: The Sealed Falchion gives Chrom a notable 5 pt buff to all of his stats when his HP is below 100%, while also giving him dragon effectiveness. It is necessary for this build.

Assist: The advent of Chill Skills and the ubiquity of Panic Ploy makes Harsh Command much more viable in the meta, especially on Cavalry, where emblem buffs are a vital tactic. Alternatively, Icon Skill Assist.png Reposition is another assist that helps movement.

Special: Chrom can use Galeforce to hit multiple dragons on the same turn effectively crippling the opponents team. It is necessary for this build.

A: Chrom comes with Fury right out of the gift box. Making up for his bane in Atk or Def, it fixes his terrible resistance and makes him a bit faster. It also triggers his weapon's effect.

B: Chrom is bulky enough to use Guard well. He doesn't need a skill like Desperation 3.png Desperation 3 which B!Roy and Siegbert need to use, because he is much bulkier than those two and can take a hit, even from Dragons. Guard on the other hand, is much more useful to Chrom because he will be fighting Dragons, which more often than not, run Steady Breath.png Steady Breath. Guard will save him from eating a special, simply because it will prevent Steady Breath from working. This makes Chrom's fights against dragons much easier, improving his matchups against Nowi and other blue Dragons.

C: Cavalry teams need emblem buffs. Hone and Goad are arguably relatively more useful than Ward or Fortify. Goad Cavalry is notable because it triggers in an area around Chrom after he has attacked which can help his mates clean up after him.

Sacred Seal: Heavy Blade is an engine that enables Chrom to trigger Galeforce faster than normal methods. Chrom's Attack is high enough to proc it consistently due to Fury making up for his bane, and Cavalry buffs.

Good Teammates: Chrom appreciates support that allows him to remove two enemies safely. Healer support can be beneficial to Chrom, allowing him to be a bit more reckless. Mages help Chrom fight non-dragons with high defenses (Armor emblem). Notably, LA!Lilina [+Atk] with only Hone Cavalry buffs can remove Wary Fighter 3.png Wary Fighter 3 Effie using Icon Class Green Tome.png Gronnblade+, which is a huge service to Chrom.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
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For when you want Clair to tank more than just mages. Using a Def-refined weapon as well as her +Def superboon, Clair can raise her overall bulk to the level of lance fliers who are more well-known for their tanking ability, such as Tana and Catria. Since Tana and Catria both have superboons in Res and lower or equal Res than Def, assume all three fliers try to patch their lower defensive stat with their superboons and (if possible) Def/Res weapon refines. After considering weapon effects and Close Defense, each flier ends up with:

Clair (Rhomphaia): 36 Spd, 44 Def, 45 Res

Clair (Tannenboom!): 38 Spd, 46 Def, 47 Res

Tana (Vidofnir, Res boon): 36 Spd, 44 Def, 41 Res

Tana (Tannenboom!): 38 Spd, 43 Def, 43 Res

Catria (Tannenboom!): 36 Spd, 47 Def, 43 Res

Catria (Berkut's Lance): 34 Spd, 45 Def, 48 Res

So, out of the three, Tannenboom! Clair does the best in terms of sheer defensive stats, followed by Berkut's Lance Catria and Rhomphaia Clair.

The choice between Rhomphaia and Tannenboom! ultimately comes down to preference: Rhomphaia is budget and has dual effectiveness, while Tannenboom! further improves her Def/Res. The Spd gained from Tannenboom! is also useful, as you can avoid more doubles from Heroes with Def-ignoring abilities like Leif and Karla, and even reduce the amount of damage you take from Karla. Overall, Rhomphaia is more useful in Arena and Arena Assault, due to both modes being overrun with armored units at high tiers, while Tannenboom!+ works better elsewhere, in order to handle Infantry and Fliers better.

Because of Close Def stacking in the A and S slot, one of the few ways most non-green melee units can significantly harm Clair is through Specials. As such, Guard is used to prevent that from happening. The C slot is mainly flexible, and you can use it either to boost her defenses (through Atk debuffing skills or Def/Res Waves) or support her teammates (through Drives, Flier buffs, Atk/Spd waves, Guidance, and Tactics).

Clair with this build can consistently take 0-2 damage from non-green Arena threats like Hardin and Female Grima, and can even tank green units like Male Grima and take < 5 damage, provided she is on a defense tile. Combined with a ranged tank of a different color to take care of archers and mages, such as Distant Def 9 Faye, a Raven tome user like Lyon, or a Distant Counter unit with decent mixed bulk such as Dorcas, she can become nearly unstoppable.

Note: All matchup and stat calculations assume +0 units.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Defense Plus W.png Shell Lance+ (Def)
Stats: +Spd,+Atk/-Res
Click to show/hide build description 
Aho. This build makes use of Cordelia's hp and defense to turn her into a powerful cavalry bruiser. This build's focus is making her strong, fast, and tanky(Except to green mages). Getting a +Spd,-Res would be best as it would allow her to hit over 40 Spd while not making much of a difference to the damage she takes from mages.

Weapon: Her base weapon is best for her in this build. And her defense refine is also best for this build, especially if she has +Spd as it synergies well with her specials increasing her damage and her tankiness.

Assist: These are pretty basic assists for a standard attack unit.

Special: Icon Skill Special.png Bonfire and Icon Skill Special.png Ignis are more effective than Icon Skill Special.png Glimmer or Icon Skill Special.png Moonbow for this build due to the focus on her defense.

PassiveA: Atk Def Bond 3.png Atk/Def Bond 3 works very well with her and even more so if you keep an ally near her as it works on both phases compared to her default Sturdy Blow 2.png Sturdy Blow 2 which only works on player phase.

PassiveB: Guard 3.png Guard 3 is great at keeping specials off of her so she can build up hers as she will most likely double and take little damage from physical damage. Dull Close 3.png Dull Close 3 is fine itself if required to deal with lots of buffed enemies.

PassiveC: Flexible, any cavalry passive will work with her in a cavalry team. Otherwise Drive passives or if you're rich/lucky enough...Odd/Even passives as they will work great with her A Passive(Bond).

Seal: Just another increase to her Atk and Def. Attack Plus 3.png Attack +3 can work fine too if you're lacking. If you have no units for Heavy Blade 3.png Heavy Blade 3 or Quickened Pulse.png Quickened Pulse then they can be used, but there are better units for those.
Orb.png Very high investment
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This is a more supportive NY!Corrin than most. It takes advantage of his good bulk by utilizing the guard bow from Setsuna. With warding stance, he can survive most of the common mages.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment

A description has not been written for this build yet.

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 
Donnel's hardy stat spread makes him a perfect candidate for Spring Xander's Carrot Lance (if you're unfortunate enough to have one.) This build aims to have Donnel become a self sustaining physical wall on the enemy phase that can do some respectable damage as well, just be sure to keep him away from mages. (Plus the carrot just feels so right in his hands)

Weapon: Carrot Lance+ sees far better use in the hands of our favorite farm boy Donnel. His high attack and solid defense allow him to tank hits and hit back with some force, while benefiting from the passive sustain of a refined Carrot Lance. Def refinement is the best choice as it feeds into Bonfire and makes him more resilient.

Assist: Swap is taken to pull Donnel's teammates out of tight spots and tank the hit for them, but really any positioning skill works.

Special: Bonfire is a clear choice due to Donnel's massive defense stat, which will allow him to chunk his foes when it goes off.

A Passive: Close Def 3 is the better choice for Donnel as it doesn't detract from his offensive power, and he'll mostly be seeing action during the enemy phase with this build, but Fortress Def 3 is a solid budget choice if you don't have access to Close Def 3 since his attack is higher than average, or intend to run Close Def 3 as his seal.

B Passive: Guard 3 is the ideal B skill for this build as it keeps Donnel's foes from triggering their specials on him, which let's him last a lot longer against his foes.

C Passive: Whatever fits your team's needs will do for Donnel's C skill. However since he'll likely be in the fray against physical attackers a lot a good choice would be Threaten Def 3, which lets him hit hard in the player phase against any foes that attacked him.

Sacred Seal: There are plenty of solid options for seals now which give the build a lot more flexibility. Quick Riposte 3 is the seal of choice for Donnel, since it lets him ignore his low speed when retaliating and get in two hits. Alternatively you can double down on Close Def 3 and have his defense stat hit insane heights.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
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Tank most of all the physical damage, then counter with Bonfire. Also prevents opponents from getting Moon-bow or other defense draining abilities.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Universal Crystal.png Medium investment
Icon Move Flying.png Flying
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With the addition of Steady Breath, Elincia now faces the risk of charging an enemy special such as Icon Skill Special.png Ignis before the enemy can attack back. This means that, if the enemy survives Elincia's first attacks, she will likely have to eat a special from her opponent. Due to Elincia's low defenses, chances are that she won't survive this.

One option to prevent this is to run Guard 3.png Guard 3. When above 80% hp, Guard will reduce the special charge the Steady Breath user gains per hit by 1, thus negating Steady Breath's cooldown acceleration. This lets Elincia safely engage on Steady Breath users so long as she is above 80% hp. Icon Skill Special.png Pavise is used on the B slot to prevent her from dying to 2 turn specials. Quickened Pulse.png Quickened Pulse is used to make sure Pavise is ready after Elincia completes her first two attacks.

Elincia can choose to keep Death Blow 3.png Death Blow 3, which synergises well with Icon Class Red Sword.png Amiti's brave effect to gain effectively 12 damage when she initiates. Alternatively, Swift Sparrow 2.png Swift Sparrow 2 can be used instead to quad attack more units. Since Guard and Pavise give Elincia more survivability, she can safely tank the enemy hit inbetween her attacks.

If Guard is not available, Desperation 3.png Desperation 3 can be used instead to get 4 attacks in before the enemy can retaliate, and most enemies won't be able to last through 4 hits. However, activating Desperation can be difficult, depending on the matchups.

For her C passive, she can opt to run one of the Flier buffs when on a Flier team, or a Hone or Spur when used outside of a Flier team.

Other builds using this skill