|Odin's new weapon and refine have completely reinvigorated him, and now he rises from the ashes of low tier to soar among the skies of high tier units, like a dark phoenix of blazing flame!
At first glance, he simply has a slightly more powerful bladetome with the special penalty removed. While it does slightly improve his combat effectiveness, it's not much of a change. So what's the big deal?
Odin's Grimoire has Atk/Spd Link 3 as its refine. Whenever he uses a movement assist (or has one used on him), it will give him and the ally +6 Atk/Spd. Obviously, such a significant buff is well worth the positioning, but this build's true power relies on its B skill: '"`UNIQ--item-509--QINU`"'.
With this skill, Odin is now capable of giving a single unit and himself +6 in all stats, which translates into a whopping extra 30 damage for himself because of his weapon's effect. Depending on the situation, you can have him nuke something on player phase or you can have him position an ally into the fray with massive buffs.
IVs can be +Attack or +Speed, depending on your flavor. +Speed is preferred because it will give him 35 speed, or 41 after a buff. That's enough to prevent him from getting doubled by most units while also letting him double others. There's nothing wrong with +Attack, but you might need to use the '"`UNIQ--item-512--QINU`"' seal to confirm kills on the enemy phase. -HP is his only real option for a bane, as it will leave his defenses untouched, which lets him duel dragons fairly evenly.
Odin's Assist skill will largely be a matter of taste. '"`UNIQ--item-515--QINU`"' is chosen here because it involves the least amount of map luck; it allows for him to quickly switch with the ally he wants to buff at any place on the map (as terrain allows). '"`UNIQ--item-518--QINU`"' is the most popular of the movement assists for good reason, but there are times where he will be unable to use it effectively because of terrain or close quarters. '"`UNIQ--item-521--QINU`"' or even '"`UNIQ--item-524--QINU`"' are also viable alternatives, depending on how risky you're willing to play.
Special is '"`UNIQ--item-527--QINU`"' for the firepower boost. Because of the amount of damage a fully powered bladetome produces, Glimmer's extra damage boost will often help confirm kills on higher res targets that he cannot outright OHKO. '"`UNIQ--item-530--QINU`"' is also an alternative if he's constantly going against mages.
His A Skill is '"`UNIQ--item-533--QINU`"' to capitalize on his mixed bulk. Odin has 43 HP with a bane and 25/25 defenses at neutral, which becomes 31/31 with his buffs. So long as he has his buffs up, he will be able to tank nearly all red units and KO them right back, along with most blue units.
As discussed above, his B Skill is '"`UNIQ--item-536--QINU`"'. It is the core of this build and is considered mandatory. If you want to squeeze more combat effectiveness out of Odin, it's possible to have someone else run this skill while he runs either '"`UNIQ--item-539--QINU`"' for player phase or even '"`UNIQ--item-542--QINU`"' for constant Glimmer procs. Because it would take away from the self-sufficient nature of this build, it's not considered above, but it's something to think about if you're willing to keep him and his support partner glued together.
C Skill is flexible. '"`UNIQ--item-545--QINU`"' is chosen so Odin can do as much damage during enemy phase as possible if the enemy is grouped up together. However, it's not as important as his other passive skills, so it's really what you really need in there.
Odin's Sacred Seal comes down to what you chose as his IV. If he has +Speed, then he can opt for a stat boosting seal like '"`UNIQ--item-548--QINU`"' to maximize his damage, or '"`UNIQ--item-551--QINU`"' to double more foes. '"`UNIQ--item-554--QINU`"' is also an option to increase his enemy phase effectiveness. If you went +Attack, the same seals can also be used, but '"`UNIQ--item-557--QINU`"' is more reliable because it will ensure he will not miss a double attack.