Odd Atk Wave/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
Icon Move Infantry.png Infantry
Click to show/hide build description 
Something I made with the things I have Thebest20067 (talk) 23:06, 19 September 2019 (UTC)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build aims to make Celica at her absolute strongest when she's at full health. By combining Beloved Zofia and Atk/Spd Push, when at full health, Celica reaches and impressive 60/44 offensive spread. This is before considering IVs and stat boosts too! This version of Celica can almost always secure a kill and eliminate the biggest threat on the enemy team.

Aether is here to give her some form of self healing. Sol and Noontime aren't as reliable, but they are an option if you lack Aether. Keep in mind that this wont guarantee her getting back to full health. Chill Def is here to weaken the bulkiest unit on the enemy team. She'll have an easier time eliminating them once they get chilled, however her default Chill Spd is also a good option. Do keep in mind that Celica herself does not have to run the chill skills, so if someone on her team already runs it, her B slot is open for something else. Odd Atk Wave/Even Spd Wave are there for her to self buff her offenses even further. I would personally prioritize her Atk, since the tankiest units are usually the slowest, so she won't have a hard time out-speeding them. The sacred seals are Heavy Blade and Flashing Blade, these are to accelerate her Aether cooldown.

Fallen Celica is at her strongest when she is healthy, making her an excellent unit to eliminate the biggest threat first. Once she falls under 100% HP, it will be tricky to get her back to full health without a healer, however if she has already fulfilled her role then the rest can be left to other teammates.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Stats: +Spd,-Def
Click to show/hide build description 
Eir is the definition of a glass cannon. She sports excellent Speed, solid Attack, and a weapon with a pseudo Swift Sparrow 2.png Swift Sparrow 2, at the cost of miserable physical bulk.

Atk Spd Solo 3.png Atk/Spd Solo 3 is the preferred A passive, as it maximizes Eir's offensive potential. However, she naturally comes with Swift Sparrow 2.png Swift Sparrow 2, which makes her less reliant on careful positioning.

Mystic Boost 3.png Mystic Boost 3 is the preferred B passive, as it prevents Manaketes from easily killing Eir with a counterattack. The extra healing can also keep Eir at 50% HP or more so that she can receive Lyfjaberg's buffs. However, Desperation 3.png Desperation 3 is a solid alternative, as weaker physical hits will easily put Eir into Desperation range. It also means Eir will receive a perk whether she's at high or low health.

Eir's C passive and Sacred Seal are flexible. The listed skills make Eir more self-sufficient; since she's a colorless unit, she needs all of the Attack she can get. However, Eir can also be a team player. If she's on a flier team, she can use a C passive such as Goad Fliers.png Goad Fliers or Hone Fliers.png Hone Fliers, and use a Sacred Seal such as Flier Formation 3.png Flier Formation 3. If she's on a mixed team, she can use skills such as Def Tactic 3.png Def Tactic 3 or Guidance 3.png Guidance 3 in either her C passive or Sacred Seal slot.

Chironflex (talk) 00:59, 14 December 2018 (UTC)
Pen.png Creative
Sacred Coin.png Assault
Orb.png Very high investment
Click to show/hide build description 
Aho. All the orbs.
Orb.png Very high investment
Click to show/hide build description 
Basically the ultimate DC killer. QP drops special charge to 1, guaranteeing an activation and 20 flat damage iceberg on first initiation, and spiral gives a guaranteed iceberg on every fight after that. Sturdy Impact along with Hoarfrost grants her a total 48/41 def/res on initiation against an enemy that can counter, prevents their follow up (defending against her abysmal Spd), and promises one from her (thanks to Hoarfrost.) You can use bonfire for a flat 24 damage each activation, but it will only do 9 if she's attacked on enemy phase, so iceberg is the safest way to go.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
The Dark Pontifex sports a usable but overall mediocre balanced statline, and so his plans for world domination instead revolve around his unique tome Imhullu, which damages and cripples physical foes on turn three. As such, Gharnef has two turns of preparation before he has to make the magic happen.

Fury forms the core of this build; the fourth-level version is ideal, and does exactly enough recoil damage to push him into Brazen range, until merges or flowers give him 41 base HP. The more accessible third level version can also work, however. The skill gives him decent defensive stats of 30 Def and 29 Res, and a base Spd of 38. Ardent Sacrifice can be used as an alternative method of lowering health, especially helpful in Aether Raids where at least one turn of approach is often necessary. This assist will also guarantee him Brazen range in the face of Duma's unique skill Upheaval.

As mentioned above, he uses his recoil damage to power himself with the seal Brazen Atk/Res. The Atk/Def variant functions about as well here, since the Atk is the primary focus and his gimmick is preventing counterattacks. As archers but not mages are effected by his no-counter effect, the Res variant is favored slightly. If a Brazen Atk/Spd seal ever comes out, that will function ideally. This helps patch up his middling attack stat.

Since he focuses most on his third turn, Odd Wave skills synergize perfectly for him. In lack of a Brazen Atk/Spd seal, Odd Spd Wave is the C-slot of choice to boost up his doubling potential to a more respectable level. If that seal ever does arrive, opting instead for the Atk variant would be preferable. Alternatively, if an ally can provide Spd support, more power is going to aid him more and the latter option is again superior.

His remaining slots are his most flexible. For B, his packaged option of Chill Atk functions respectably, as it is an additional punch to enemy units, fitting in well with his tome. More ideal, however, would the Res-debuffing variant of this skill. Moonbow is his special of choice, given his somewhat disappointing base attack. Given that he uses Brazen Atk/Res in his seal slot, Iceberg could be gambled on instead, hoping for an activation on the third turn (swap out for Bonfire if using Atk/Def). As he has two turns to charge special, various other options could be explored, including AOE, but these are going to be inconsistent in their application and so are not recommended.

Though this build is designed to allow Gharnef to punch through his enemies on the third turn with doubles, it can be subverted effectively with no required change into a support build, as he instead sends his underlings to pick off the weakened enemies. Ardent Sacrifice is a rudimentary heal, Chill Atk or Res is a debuff and so benefit the rest of his team as well, and Odd Wave skills work similarly but as buffs. His decent base defenses and choice of either a Def or Res boosting Brazen skill let him tank a hit or two with reasonable potential to avoid doubles. Don't think of him exclusively as an offensive or supportive unit, and instead of use him as either depending on how the match plays out.
Orb.png Very high investment
Click to show/hide build description 
Just death all around. No one can be saved.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This Ike build is to maximize the sustain from Radiant Aether. The idea behind this build is to allow Ike to trigger Radiant Aether on his first counterattack and to make it hit as hard as possible.

Fierce Breath give Ike 4 extra attack in contrast to Warding Breath giving Res. Every amount of attack counts and Fierce breath can help increase Ike's Radiant Aether damage. Special Spiral puts Radiant Aether on a two turn cooldown, meaning Ike will instantly charge it once attacked due to Fierce Breath. The C slot is flexible as usual, however skills that can help Ike do more damage will come through in some instances. Some ideas are Odd Atk Wave or Def Smoke. The Quick Riposte seal helps just incase the initial Radiant Aether doesn't one shot, in the case where the last followup occurs you will have Radiant Aether fully charged after combat.

Guard can mess with this build, making Ikes special charge slower, so be wary of it.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Meant for people that want to invest into Ike with everything they got, making him a unit that can be used anywhere especially when merged, and he becomes even better next to someone... (((((Use Soren)))))
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This glass cannon build allows for maximum damage output in a single hit while leaving the option open to dance another unit for a second turn. Wings of Mercy helps you swoop in to save the day with either a finishing move (something that's hard to find among the dancers/singers) or a dance. Spur Spd/Def 2 allows the assisted unit some extra protection to take frontal melee assault, which can be further enhanced by adding a Spur Def 3 seal. Sticking with a Speed +3 seal, though, will help squeeze off another attack if the first one doesn't finish the job.
Pen.png Creative
Stamina Potion.png Chain
Orb.png Very high investment
Click to show/hide build description 
Taking a page out of Lewyn's book, this build seeks to shred targets with AoE procs from the second round of combat onwards. Once Ishtar is in Icon Class Blue Tome.png Juicy Wave+'s range and has entered into combat at least once, she basically unleashes 3 devastating, consecutive strikes onto the opponent.

In the first combat, Flashing Blade 4.png Flashing Blade 4 should ideally proc, charging Icon Skill Special.png Blazing Wind from 4 to 2 on the first hit, and 2 to fully charged on the second; in every subsequent combat, Blazing Wind procs before combat, and its charge goes from 4 to at most 2 if Flashing Blade 4 procs (and Guard 3 does not), allowing Special Spiral 3.png Special Spiral 3 to bring the charge back from 2 to fully charged once more.

Unlike Lewyn, Ishtar needs to lose HP to proc the weapon's Desperation 3 effect, so Fury 4.png Fury 4 is preferred to more safely get into the low HP range. However, if Ishtar is running Icon Skill Assist.png Reciprocal Aid, then she can forgo Fury 4 for the stronger but more dangerous Life and Death 3.png Life and Death 3. The reason why these skills are used instead of, for example, Swift Sparrow 3 is that AoE specials take into account only visible Atk, not invisible combat buffs.
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 
This Ishtar is specifically meant to be run in Infantry Emblem with at least 2 users of Infantry Pulse 3.png Infantry Pulse 3 or a mixed team with Ostias Pulse.png Ostia's Pulse and Infantry Pulse. This means that Ishtar will have a Blazing special ready on turn 1, and after using it once, she will automatically regain the special thanks to Special Spiral 3.png Special Spiral 3 and a single finishing attack. Odd Atk Wave makes Ishtar especially powerful with this combo, and more flexibility is available if additional Pulse users are on your team.
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Karla has gone colorblind, and doesn't care about the weapon triangle. Karla's amazing offensive stat spread, along with her cooldown reducing weapon and access to Wrath 3.png Wrath 3 make her a perfect candidate for this sweeping one shot build. With the proper setup, Karla can even one shot even the tankiest of blue units. With this build, Karla doesn't have to worry about defensive skills as her special will more than likely take the enemy below the HP threshold for these skills to work.

Weapon: Icon Class Red Sword.png Vassal's Blade has superb synergy with this build. Not only does the weapon reduce the special cooldown of Icon Skill Special.png Blazing Wind, it also adds damage to the special. The bonus damage from Icon Class Red Sword.png Vassal's Blade gets applied to Karla's attack stat before the calculation of the special damage. Most of the enemies that Karla needs the bonus damage from will be slow enough to guarantee the bonus damage.

Assist: Icon Skill Assist.png Reposition is a standard choice for a mobile team. Alternatively, Icon Skill Assist.png Ardent Sacrifice can be used to aid in setting up Wrath 3.png Wrath 3.

Special: Icon Skill Special.png Blazing Wind is the bread and butter of this build. This special effectively functions as a pseudo Desperation 3.png Desperation 3. Because The special damage is dealt before combat, it will ignore the effects of in-combat defensive skills. With the bonus damage from Icon Class Red Sword.png Vassal's Blade and Wrath 3.png Wrath 3, Karla can easily take enemies down to around 1 hp before combat, and then finish them off with her first attack. If you are worried about Vantage 3.png Vantage 3 units, you can opt into the Flashing Blade 3.png Flashing Blade 3 Hardy Bearing 3.png Hardy Bearing 3 variation of this build, although certain blue units will be able to survive.

A Passive: Life and Death 3.png Life and Death 3 is the A skill of choice. Icon Skill Special.png Blazing Wind damage is calculated based on the attack stat of the unit before combat, therefore, we want to maximize the base attack stat of Karla as much as possible. Alternatively, Flashing Blade 3.png Flashing Blade 3 can be used here if running Hardy Bearing 3.png Hardy Bearing 3 as your seal.

B Passive: There's not really a better option than Wrath 3.png Wrath 3. This skill, along with Flashing Blade 3.png Flashing Blade 3 guarantees that your special is charged at the start of each player phase provided that you are below 80% hp. It also adds 10 damage to Icon Skill Special.png Blazing Wind.

C Passive: Odd Atk Wave 3.png Odd Atk Wave 3 is a great offensive option for Karla. Every other turn, Karla can amplify the damage of her special. At max merge level, a +ATK nature, and Life and Death 3.png Life and Death 3, Karla can hit an attack stat in the high 60's. Icon Skill Special.png Blazing Wind loves attack, so the more we stack the better. Alternatively, Atk Smoke 3.png Atk Smoke 3 is a fine option if you want to swap in a tanky Vantage 3.png Vantage 3 user to clean up after Karla's AOE special, as it will reduce and potential return damage. This slot is very flexible.

Sacred Seal: Flashing Blade 3.png Flashing Blade 3 is the seal of choice. After you hit your enemy with your special, they will be at a low enough hp for Karla to kill with a single attack. Therefore, we need this seal so that we can reduce our special back down to 1 after the killing blow. The next turn, Wrath 3.png Wrath 3 should complete the charging of the special. If you decide to run Flashing Blade 3.png Flashing Blade 3 in the A slot, then Hardy Bearing 3.png Hardy Bearing 3 is an excellent option to deal with Vantage 3.png Vantage 3 users.

Team Options: Infantry Pulse 3.png Infantry Pulse 3/Dancer support is highly recommended as you can go in, blow up a unit, and then get danced out. Another strong option includes having units with Chill Def 3.png Chill Def 3 to debuff enemies and make Karla's special deal even more damage.
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

A description has not been written for this build yet.


Other builds using this skill