HP +/Builds

From Fire Emblem Heroes Wiki
Jump to: navigation, search
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.
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.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Basically a high investment arena debuffer. With the new Heroic Grails, GHB units are now viable in arena.
Build Icon Alternative.png Alternative
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Dazzling Staff W.png Pain+ (Skill 2)
Stats: Flexible

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
+Atk/-Spd = 53/54/22/32/20

Refined Icon Class Blue Lance.png Siegmund only activates a double attack if Ephraim's HP ≥ 90%. Therefore, to keep his HP high, Icon Skill Special.png Pavise and Shield Pulse 3.png Shield Pulse 3 are taken to mitigate the damage taken from the counterattack between his two attacks. Pavise will start on a 1-CD from Shield Pulse, and will be charged after Ephraim's first attack. It will then block 50% + 5 damage, making him take very little to no damage at all from many enemies.

Math time. Even without an offensive special, he does great damage due to Death Blow 3.png Death Blow 3 giving him 60 Atk on initiation (58 with Sturdy Blow 2.png Sturdy Blow 2). If another blue lance unit has 35 Def, they will still take 25 damage twice, meaning they need over 50 HP to survive. This goes up to 72 effective Atk against reds, which is enough to kill Arden not considering buffs or passvies. Also, Ephraim can lose 5 HP and stay within 90% HP at 53 HP. If the lance unit aforementioned has 52 Atk, then they do (20*0.5)-5 = 5 damage, which won't be enough to drop him below 90% HP. With Sturdy Blow 2, increase that to 56 Atk. That's amazing.

Ephraim's C-slot is highly flexible due to his weapon and stat spread. Panic Ploy 3.png Panic Ploy 3 and HP Plus 5.png HP +5 seal (HP +3 works as well) can be taken to improve his solo dominance by ploying enemies and helping the threshold for Siegmund's ability. However, a second purpose of this build could be supporting allies. Fortify Def 3.png Fortify Def 3 and Fortify Res 3.png Fortify Res 3 seal (or vice versa) help defensive units. This route grants them +4 Atk/Def/Res, which will help them tank and possibly kill with Quick Riposte. If offensive player-phase allies need buffing, then Hone Spd 3.png Hone Spd 3 and a different seal can be chosen.

For his Assist skill, the usual Icon Skill Assist.png Reposition can be taken, or if Ephraim's buffs are being panicked, then Icon Skill Assist.png Harsh Command is a another option.

Note: If Ephraim is Summoner Supported, then the HP Plus 5.png HP +5 seal should NOT be used. This is because from 50 to 59 HP he can take 5 damage and remain ≥ 90% HP. To take 6 damage and remain ≥ 90% HP, he needs 60 HP, which can only be achieved in this build with a Summoner Support, HP +5 seal, and a +3 merge. Instead, an Attack Plus 3.png Attack +3 seal will work wonders, raising his Atk to 59 (65 on initiation).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
This set allows Bridal Fjorm to make full use of her personal weapon in order to shut down dancers and omnilink abusers. The immediate thing that one can notice is that there's little to no investment to be had, only with a Special Skill slot and potentially Panic Ploy 3 to complete the entire set, and such slots are flexible depending on what added support you want Bridal Fjorm to bring.

At first glance, she's immediately comparable to Loki and Aversa, as Thökk and Aversa's Night have a support effect that scale off HP as well. She even has a near-identical spread to Aversa, Bridal Fjorm only having one more point of Attack and one less point of Resistance. However, she sets herself apart from her teammates by introducing a brand new anti-meta ability built in her legendary weapon: Isolation.

IVs - +HP/-Res: Usually, +HP is a very mediocre choice due to so many other stats being able to benefit from the boost. However, Fjorm's personal weapon needs all the HP it can for its support ability to function, and she already has a very good 42 base HP for a ranged flier. Conversely and true to Wrazzle Dazzle units, they generally won't care about defensive stats; However, -Res is preferred over -Def as the latter implies a 4-point reduction, which may affect her arena score negatively.

  • Additional note: Resistance exists as a superasset. However, 27 remains too low to make any effective use of ploys, and she would have to take a flaw in either HP, Atk or Spd, all of which she needs too much, or Def which is her superflaw and would completely invalidate the point of going for a superasset as the purpose of Arena scoring. However, if you plan on merging Bridal Fjorm at least once and intend on scoring in Arena, then +Res is the best asset you may have.

Weapon - Gjallarbrú: This is the core of this set. Gjallarbrú turns Fjorm into an amazing anti-meta unit, as careful positioning allows her to completely disable refreshers, including the nightmarish Legendary Azura herself. In reality, she doesn't even need that much HP to shut her down, as even a -HP Bridal Fjorm is capable of disabling Legendary Azura unless she's +HP herself. This weapon also comes in handy for disabling any units that rely on assists to function or support such as Legendary Lucina and Odin.

Assist - Restore+ / Martyr+: Her native Restore+ is a solid option as status healing is always appreciated; However, Martyr+ can also be considered in order to keep her solid HP pool intact in order to consistently trigger her weapon's effect.

Special - Depends: Absolutely depends on the team's purpose. Whether it be Balms, or Imbue/Heavenly Light for that extra oomph in healing, Fjorm has a wide selection of Specials to choose from which can be adjusted for each team.

A skill - HP/Atk 2: Her base skill. Improves her already plentiful HP pool in order to make better use of her weapon's supportive effect while also simultaneously improving her good Attack stat.

B skill - Dazzling Staff 3: Base skill. Bread and butter of a typical Wrazzle Dazzle healer configuration.

C skill - Panic Ploy 3/Ground Orders 3: Panic Ploy 3 synergizes very well with her great HP pool, allowing to cripple even further most non-armor units and shut down standard Blade Tome sets, giving Fjorm excellent role compression as a debuffer. Alternately, her native Ground Orders 3 is a new, fancy tool which can come into use within mixed movement teams, however it is completely useless if you have plans on using Fjorm in an all-flier team.

Sacred Seal - HP +5/ HP/Spd 2: HP +5 bolsters her HP to a massive 54 accounting for an HP asset and the rest of her kit up. This is even higher than most armor units and helps activating her weapon's effect on almost anything at neutral HP IVs bar Hector, Zephiel and Arden. Alternately, you can run a Spd/HP seal. While she might potentially lose a few more opportunities to isolate/panic units such as Winter Chrom, she will bolster her Speed by 2, raising it to a great 36.

Conclusion: Bridal Fjorm is a unique combatant and brings a whole new effect into the table which is very likely to cement her as an anti-meta unit in the future, particularly threatening the dancer meta which is especially prominent in modes like Aether Raids. Her base kit is also excellent for her designated role and helps her contribute right away, making her a unit with impeccable value.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
The general gist of the build is to let Genny play both a supportive role, as well as a pretty decent offensive one as well. I personally have a summoner support on her, which boosts all her starts further. She is able to counter most mages pretty well, and she deals a significant amount of damage to low resistance units. If a dancer (such as Olivia) is around, you should be able to score a take down whilst also accounting for her rather low speed. However as a support unit, she tends to stay close to allies, so carrying rehabilitate and attack/speed bond 3 will completely change how you use her to match the playstlye you prefer.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
This build focuses on letting Hawkeye fight as a melee bruiser while having the HP to provide panic ploy support. Emerald axe adds to his tankiness vs blues letting him run axebreaker to allow him to fight enemy axes. Iceberg and glacies are recommended to give Hawkeye a strong burst attack after building the special up against a blue unit. Fury is a good universal bruiser A skill, but HP +5 can be considered to amplify his panic ploy supporting as he will need 5 more HP to debuff the more higher HP enemies. Panic ploy seal is used to super hit team by making the enemy buffs reverse making them easier to deal with.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Hero Feather Darkened.png 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
Click to show/hide build description 
While his statline and base skillset are not quite as attractive as Lukas's, his stats are no less impressive given his higher availability. He'll take more investment than Lukas, and has stiffer competition being a sword-weilder, but whether you're a big Hinata fan, a red infantry tank fits better into a particular team or you're working with what you've got, Hinata can become a formidable wall for your team. So long as you can part with giving up having him as a source of easy 4-star Fury 3.png Fury 3 merges.

IVs: A +Def boon is a given for this build since everything that this build wants to do hinges on getting Hinata's defensive bulk as high as possible, giving bonfire a higher kick on activation and letting Hinata tank physical damage more effectively. As for banes, Hinata's Res is abysmal even when neutral so dumping it doesn't change that he's already losing to pretty much every non-green mage in the game, and, unlike Lukas, Hinata has a slightly more workable speed stat when left neutral: it's not amazing, but it is enough to double some armoured units and protect from being doubled by some mid-speed mages. A -Spd bane, however, is equally workable and, while it might sacrifice a bit of flexibility in Hinata's B skill, it allows him to leverage his sizable HP pool to handle one or two magical attacks without falling.

Weapon: Icon Class Red Sword.png Slaying Edge+ is the weapon of choice for this build. Adding a +Def refinement to this weapon boosts Hinata's already sizable defensive bulk by boosting his Def and HP to gigantic levels normally reserved for the bulkiest of armoured units. In addition to this, the natural cooldown reduction offered by this item allows Hinata's special to be charged virtually every time he attacks when combined with his A skill.

Assist Skill: Icon Skill Assist.png Reposition is an almost universally usefull assist skill that allows Hinata to assume the role of Enemy-Phase front-line unit while moving other units to a protected position behind him. That having been said, his build does not hinge on it one way or the other, so it can be swapped out for any other skill that your team might need.

Special: Icon Skill Special.png Bonfire is a necessity on this Hinata build. While Icon Skill Special.png Ignis may find its place on other builds, reasonably, the one turn of higher cooldown on Ignis will prevent it from triggering every round, will waste some of the efficiency of your Steady Breath.png Steady Breath skill and is often not necessary given that bonfire will already be adding an additional >20 damage every time it triggers.

A Skill: Steady Breath.png Steady Breath is the linchpin of how this build works. Adding an additional +4 defense every time Hinata is attacked, in addition to his other sources of +Def, means Hinata will often take 0 damage from physical threats. The +1 cooldown reduction on special skills, combined with the lower base cooldown granted by Icon Class Red Sword.png Killing Edge+ means that Hinata will fully charge Icon Skill Special.png Bonfire after a single enemy attack, allowing him to reliably retaliate with a big punch of damage on the enemy phase.

B Skill: Hinata's build diverges here depending on the IVs that you chose to work with. Resistance bane Hinatas have a bit of flexibility, but Guard 3.png Guard 3 is the preferred choice since it stops heroes that Hinata has a winning matchup against from punching through his defenses with a powerful special that overcomes, or negates his bonus. As a perk, Hinata can get away with Guard 3 more easily than the standard Lukas can since a Res bane Hinata has 5 more base speed than the standard Speed bane Lukas does, rendering Quick Riposte 3.png Quick Riposte 3 far less essential. Speed bane variants of Hinata, however, have a harder time turning down the very useful Quick Riposte skills. That being true, Swordbreaker 3.png Swordbreaker 3 is probably more useful overall to this variant of Hinata. Fast sword users are myriad in the game, and even neutral speed Hinatas can get doubled by them. Swordbreaker totally negates that advantage and allows Hinata to turn tough match-ups into complete counters making him an even better physical melee wall. It offers him no help against red tome units, dragonstone wielders or faster spear units, however, so choose your Bane and B-Skill combo to suit your needs or tastes.

C Skill: As with many builds, Hinata's C skill is flexible, however, Hinata can leverage his monstrous HP stat to be a very effective weilder of Panic Ploy 3.png Panic Ploy 3 or Infantry Pulse 3.png Infantry Pulse 3. The choice of which you use is largely based on availability as both skills are rare, and team composition as Infantry Pulse is far less useful on mixed teams or teams where special charges aren't as important (it's also less useful on teams where you have teammates with higher HP values than the unit with Infantry Pulse, but that's unlikely given Hinata's huge HP stat). Panic Ploy is more positioning reliant, and can totally turn around certain matches, but there is higher competition for this skill's inheritance as it can also be wielded by high HP armour units and against teams without rallies, hones or fortifies, it's completely worthless. Either way, this is a "nice to have" skill and isn't core to this version of Hinata's identity so either skill is usable in most situations, and can be swapped out for any useful C skill without harming the effectiveness of this build significantly.

Sacred Seal: Deflect Magic 3.png Deflect Magic 3 is the preferred seal here because, even with Hinata's horrible resistance, when paired with his sky-high HP stat, Deflect Magic will let Hinata survive one round against most mages, which is something he absolutely couldn't guarantee prior. HP Plus 5.png HP +5 is a reasonable budget option, though, since with many variants of the seal, it has high availability and can help you hit certain break-points for Panic Ploy 3.png Panic Ploy 3 or Infantry Pulse 3.png Infantry Pulse 3, and is usefull even as a non-upgraded HP Plus 3.png HP +3 seal. That having been said, as in almost all cases, Sacred Seals are highly flexible and allow you to customize this build in many ways. Close Def 3.png Close Def 3 for example allows Hinata to increase his enemy-phase defenses to laughably high levels, and Quick Riposte 3.png Quick Riposte 3 makes him offensively a monster on enemy phase without giving up his B-slot, and while both of these skills are very nice, neither is necessary and both seals are highly HIGHLY sought after by many other heroes, so they might have a harder time finding their way into Hinata's build.

~Sonic The Hedgedawg
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Stats: +Spd/-Atk,Neutral

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Dazzling Staff W.png Gravity+ (Skill 2)
Stats: Flexible
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

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
Click to show/hide build description 
This build combines the strengths of several other lance units onto one unit, namely Luka’s sheer defense, Sharena’s solid speed, and Ephraim’s buffing capability. These qualities make her a strong and incredibly versatile Enemy Phase unit.

Fortress Def 3.png Fortress Def 3 is a strong skill for Brave Lucina, dialing her neutral attack down from 50 to a respectable 47 while boosting her defense to a fantastic 39. Her solid 36 speed lets her avoid doubles on most common swords and lances that she’ll be tanking, and Quick Riposte 3.png Quick Riposte 3 allows her to ORKO them.

Quick Riposte also synergizes well with Icon Skill Assist.png Reposition and Icon Skill Special.png Aether, allowing her to save teammates and charge the 5-turn cooldown special faster than usual. Aether provides her with self healing and the ability to punch through bulkier lance units.

The combination of Drive Spd 2.png Drive Spd 2 and Icon Class Blue Lance.png Geirskögul make her a great buffer, especially when combined with the Spur Def 1.png Spur Def 1 seal.

Alternatively, players lucky enough to score themselves multiple Brave Ikes can choose to sacrifice one to pass Brave Lucina Steady Breath.png Steady Breath, which lowers the cooldown of Aether and more importantly, boosts her defense without lowering her attack. Lancebreaker 3.png Lancebreaker 3 can run as an alternative B skill, since ORKOing sword units is not entirely necessary for her, while she does the the extra help in taking down other lances. HP +3 Sacred Seal can be used to slightly increase her tanking ability as well.

Obviously her main weakness is her pitiful 16 res, which can be patched up by tank mage units like Julia, Sonya, Mae, and Distant Def Celica, as well as her banner mates DC Brave Ike and Brave Lyn.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Dazzling Staff W.png Pain+ (Skill 2)
Stats: Flexible
Passive Icon C.pngSavage Blow 3.png
 Savage Blow 3 / Flexible
Passive Icon S.pngSavage Blow 3.png
 Savage Blow 3 / Flexible

A description has not been written for this build yet.

Pen.png Creative
Stamina Potion.png Chain
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
This build mainly focuses on Luke using his brave sword to do as much damage as possible, without taking any damage, at a resonable price. Windsweep will protect follow-up attacks, Brave Sword will allow him to double with Windsweep, and Death Blow will grant him more damage while attacking. Hp +5 seal can be used to make use of Panic Ploy, or Phantom Spd 3 to make Windsweep more viable.

Other builds using this skill