Infantry Pulse/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.
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This is a build thinking of chrom as an independent fighter, works very well with base speed but ideally it is better with ivs of spd to the maximum. It works especially well with S-support with her own daughter, lucina brave herald,she increases his attack speed and defense, making chrom a pretty competent physical tank. The one with fury and aether makes their life points constantly vary, which intersperses the performance of desesperation 3 and brash assault 3 and this makes especially fun to play with him.
Dueling Sword.png Optimal
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
With the Falchion's bond boost in every stat combined with the new Spd/Res Bond and Atk/Def Bond seal, Chrom can have +9 in every stat without any active buffs. This raw stat total mean that he can eat hits and still heal with double renewal, making him perfect for attrition modes like Chain challenge and Tempest Trials. Infantry pulse also adds to his synergy in Infantry teams, and allows his teammates to cover for his weaknessess.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Stats: +Atk/-Spd
Passive Icon C.pngInfantry Pulse 3.png
 Infantry Pulse 3 / 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
Universal Crystal.png Medium investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This build aims to make as much use of Dorcas' base kit as possible, in order to make him an effective unit. Really, as long as you don't get a horrible IV, like a –Atk +Spd Dorcas, the IVs don't matter that much. It is true that Bonfire is better than Draconic Aura, but assuming the two are at neutral IVs, the difference is only 2 points of damage. Moonbow is a common alternative that can help Dorcas get through more defense heavy units while having a lower cooldown. His assist skill will allow him to get allies out of trouble, and which one is better for budget really depends on what you have. Besides that, the stock set allows Dorcas to have a great enemy phase, while also supplementing shorter Turn 1 cooldowns to his allies that have less HP than him. It may be worth considering an HP +3/5 seal, in order to allow him to fill this role more effectively.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Stats: +Atk/-Spd
Passive Icon C.pngInfantry Pulse 3.png
 Infantry Pulse 3 / Flexible
Passive Icon S.pngQuickened Pulse.png
 Quickened Pulse / Flexible

A description has not been written for this build yet.

Orb.png Very high investment
Click to show/hide build description 
This Helbindi build is a good way to soak up damage whilst getting a good spectrum buff for your Blade units.
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
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Urvan offers amazing options with it's built in "Deflect All." It reduces all attacks damge beyond the first by 80%, so I highly considered using it in combo with Aegis and Pavise. Shield Pulse and Urvan's extra cool down allows either special to be charged upon every activation, so whichever attacks you prefer mitigating (preference to ranged due to his severe lack of Res) will have their damage reduced by 50%, a flat reduction of 5 from shield pulse, then 80% onwards. DC allows him to punish any magic foes, and QR guarantees a follow up.
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
can tank many units and will have a fast acting special
Pen.png Creative
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
Icon Move Infantry.png Infantry
Click to show/hide build description 
Not your usual Joshua. This build consists in two things: recovering HP at every attack, while (kinda) heavily damaging your opponent.

Wo Dao+ still does +10 pure damage even with Noontime, and that additional damage will, of course, heal you even more, so it's a double profit. This build resists almost everything, with Joshua being able to avoid being doubled most of the times. Quick Riposte will allow him to always double his enemies, and the build itself will allow him to independently stay in Quick Riposte's range longer, thanks to Noontime + Wo Dao+.

If your opponent doesn't double you and you don't finish him in that round, you will have your special charged by that time, so you might finish him off on your player phase.

As said above, Noontime + Wo Dao allows Joshua to stay in Quick Riposte's effect range, but what if he goes under 75% HP? You trigger Wrath, which will help you deal 10 more damage. This means more heal (other than more damage, of course), so there's a chance that you will finish off your opponent and go back to QR's range at the same time. Of course, it isn't really necessary, but it's the best option for this build.

Credits to @deadinscyde (twitter)
Pen.png Creative
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Karel's high HP allows him to get absurd amounts of damage from skills like Icon Skill Special.png Vengeance or Icon Skill Special.png Reprisal that can boosted even further through his new SUPER Wo Dao. Furthermore, his high HP allows him to use supporting skills like Panic Ploy and Infantry Pulse. This is a budget player phase build that utilizes his great HP and his new weapon.

PREFACE: Karel benefits greatly from Summoner Support and Blessings, not from the extra stats, but from the +5 and +3 HP respectively. With the additional health, he can tank a few more attacks that would be lethal otherwise.

IV: -Def is used to maximize the damage he takes to increase his damage output from Icon Skill Special.png Reprisal or Icon Skill Special.png Vengeance. +Atk is to maximize the amount of damage he can inflict. +Spd is also very useful because it allows him to follow-up attack against more people.

Weapon: THE SUPER WO DAO has a unique niche (Extra damage as well as acceleration of special) that is unavailable to every other hero in the game, barring Karel and his niece, Sexy Thighs (Fir). While Icon Class Green Axe.png Hauteclere has the same effect, Minerva and Michalis are both Fliers meaning they don't have access to Wrath. Only Fir and Karel can stack Wrath and extra damage, while getting an accelerated cooldown for free. It is an amazing asset that he possesses.

Assist: Icon Skill Assist.png Reposition is an option that can be used to move allies.

Special: It depends on the B-skill being run. Reprisal should be run with Wrath. If any other B-skill is being used, then Vengeance is a better option.

A: Life and Death 3.png Life and Death 3 is taken over Death Blow and Brazen Atk/Spd simply because it makes Karel more brittle, which lets him do more damage with his Special.

B: Desperation 3.png Desperation 3 is a skill that synergizes with the build. Furthermore, it can be acquired quite easily. For more expensive options, Wrath 3.png Wrath 3 can be used with Reprisal to ensure Karel uses a special every time he begins a fight while also letting more damage at low health, which is the range Karel is most dangerous at.

C: Karel's high health allows him to support his allies with either Panic Ploy (foddered off of Valter) or Infantry Pulse (foddered off of Marisa).

Seal: Speed +3 improves his ability to follow-up, which he truly needs to use the setup in the build.
Orb.png Very high investment
Click to show/hide build description 
DORCAS LEGION 110.55.1.131 08:23, 29 September 2019 (UTC)
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Leif is here, meaning that all the lords from their respective Fire Emblem game are here (not counting BS FE or Warriors). If you like Leif and you are willing to make some sacrifices for him, then this guide MAY be for you.

First things first, his signature weapon deals +7 damage when his enemy's Defense is greater or equal to their Resistance + 5. That means that if the enemy has, say, 30 defense and 25 or less Resistance, Leif will make +7 extra damage. That's why I chose, oddly enough, to choose Chill Res 3 of all things. Of course, you can run better B skills like Chill Def 3, Chill Spd 3, breaker skills, or his default S Drink.

Then he goes with Distant Counter set. No need to explain as to why. If you don't have a spare Hector, you can always use a B!Ike for Steady Breathe.

As we are not going to use in our first build any B skills that requires HP penalty on him, you can have him inherit Aether for arena points, and Heavy Blade or Distant Defense sacred seals to let him cooldown his special. That means that is, if we are lucky enough, Aether should be ready by the end of the combat, so then he can be buffed by a dance like PA!Azura and finish the enemy. Or run Bonfire/Draconic Aura/Luna so that he can activate it the 2nd time he attacks, regardless of phase.

On his C skill you can vary it like you want. Is it necessary for him to help your team? If you answer is yes, then inherit him any kind of Hone, Fortify, Spur or Drive skills.

As long as you keep him outside of blue mages, dragons and lances, you will be alright with him.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Lon'qu doubles almost everyone, with Slaying edge and Heavy Blow he can activate galeforce from one double attack. His low attack needs to be offset with +Atk refinery and a +6 attack A-passive in order to activate Heavy blade (+Atk supports help too). Infantry Pulse is nice since he has very high HP with weapon refinery (and summoner supp) but this is of course flexible.

Other builds using this skill