Kestrel Stance/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.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Speed Plus W.png Wo Gùn+ (Spd) / Slaying Axe+
Icon Skill Assist.png Flexible
Icon Skill Special.png Glimmer / Flexible
Stats: +Spd/-HP
Click to show/hide build description 
This build is meant to have Libra constantly shifting between Enemy Phase defense and Player Phase offense.

Darting Stance 3 allows him to take much fewer Enemy Phase doubles and potentially allow his own doubles on retaliation. Other options could include Kestrel Stance 2 or Steady Posture 2. The key is to increase speed.

Wrath 3 allows him to take that Enemy Phase damage he took and use it to his advantage with the special cooldown boost and +10 damage when specials activate. Another option could include Special Spiral 3, which may be preferred alongside Wo Gùn+ compensating for the damage boost loss.

Wo Gùn+ allows for even higher damage from the special, and Slaying Axe+ allows for even more consistent special activation. Both weapons would be refined in +Spd. Slaying Hammer+ could work for dealing with Armoured units, also Speed refined.

Spd Smoke 3 helps his dual phase potential. Smoke from being initiated on during Enemy Phase will help his speed difference rise on player phase, which has its obvious boons. Other options could include Even Speed Wave 3 or Threaten Spd 3 if lacking in any other options.

Close Def 3 makes him even more durable vs melee foes of either physical or magical (dragons) prowess. His mixed defenses are good, and this bolsters that. Distant Def 3 could work too for ranged bait, as well as Deflect Magic 3 and Deflect Missile 3. Stat boosters like Defense +3 or Resistance +3 as well as Atk/Def +2 and HP/Res 2 can also work well.

As for the Special, Moonbow and Glimmer provide strong damage at a very low cooldown. Higher count specials may work though consistency may fall, of course.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Icon Skill Assist.png Reposition / Flexible
Icon Skill Special.png Flexible
Stats: +Spd/-HP,-Def,-Res
Click to show/hide build description 
Despite boasting beautiful mixed bulk and one of the highest BSTs of all infantry units, I've seen Libra come under fire for his lack of min-maxed stats. Of course, who needs min-maxing when you can utilize it all?

To begin, Libra's average speed stat needs to bolstered to truly make use of this build. A speed boon should be taken. As for a bane, it doesn't matter so long as it isn't in attack. That said, he will wind up with a superbane regardless. Though, it is important to note that whichever bane you take, you should refine his weapon in that stat to make up for it. In the case of an HP bane, it can really go any which way with the refine, though speed may bolster the niche of this build.

Libra's weapon is incredibly important to this build. He needs to have a weapon from Winter's Envoy. Thankfully both the Handbell+ and Sack O' Gifts+ are identical in effect, meaning that either will suffice given you have the fodder. Refer to the above in regards to the refine.

His assist and special are flexible. Given how all of his stats will be roughly the same, the special is almost entirely up to your discretion. Likewise, his assist can go any which way, though Reposition or Swap may yield the best results overall.

Looking at his A skill, you may see where this is going. Kestrel Stance, combined with his weapon, grants him +6 Atk/Spd on enemy phase (as well as +2 Def/Res). This means he has 55 Atk and 41 Spd. He'll be difficult to double for any unit, requiring 46 Spd to do so. You may push this even further by opting for the Spd refine on his weapon. His attack will also be extremely high, and this is where you ought to think about his special. Choosing a healing recovery like Sol may help his overall longevity, though an offensive one can kill foes before they can deal lasting damage. Choose wisely!

His B skill and Sacred Seal are where things get REALLY dirty. Windsweep and Phantom Spd need no explanation. At 35 Spd (given a boon without the refine), he can nullify counters from most melee units, as they need at least 45 Spd to do so. Like with enemy phase, a Spd refine can help prevent even more counters (requiring 48 Spd.) Though do take caution, as units who can overcome Windsweep can also overcome Handbell/Kestrel Stance's speed bonuses, and those who can do so most easily are sword units (Mia, Karla, L!Ryoma, and Lon'qu, for instance.)

His C skill raises his defensive properties further. Even Spd Wave puts his speed to an insane amount, requiring the enemy speed to be in the 50s to overcome it, thus making Windsweep and the HB/KS combination even more threatening. Of course, such speed may be redundant, and you may want to raise his damage output instead via Odd Atk Wave.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Stats: +Atk,+Spd/-Res
Click to show/hide build description 
This build is for players wishing to use Ryoma right out of the gate. He really just needs an Assist and a Seal and he's good to go. His base kit gears him to be more of an enemy phase fighter.

Weapon: Icon Class Red Sword.png Raijinto is Ryoma's weapon of choice. With its built in Distant Counter effect, he'll be able to retaliate well against green mages, but he should steer clear of archers.

Assist: Icon Skill Assist.png Reposition is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger. Flier units can put it to great use thanks to their freedom of movement.

Special: Glimmer is Ryoma's Special of choice. It'll help Ryoma deal even more damage, which is further boosted by his Bushido, allowing him to slice up his opponents.

A Passive: Kestrel Stance 2.png Kestrel Stance 2 is an A skill that has synergy with Ryoma's Raijinto, as it grants him a +4 Atk and Spd boost when he's attacked. Alternatively, Fury 3 is a tried and true option that improves Ryoma's bulk instead, while also granting him stats on both phases, although this comes at the price of some HP after each round of combat.

B Passive: Bushido is Ryoma's unique B skill, and it adds +10 damage to his attack when he activates his Special, helping him secure a victory against his foes.

C Passive: Guidance 3.png Guidance 3 is an option for Ryoma's C skill, especially if he's used on a regular team. This can help assist in the mobility of his grounded allies, but if he's used on a flier team, or should other skills be needed, then this skill slot is flexible, open to be whatever else the player needs.

Sacred Seal: Quick Riposte 3 is chosen to ensure that Ryoma will perform a follow up attack when he's attacked, as this build is enemy phase oriented.