Panic Ploy/Builds

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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 curated builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. These builds have not been reviewed or were reviewed but deemed in need of improvements - thus 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
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
Arden is strong and tough, and with his peerless HP and Def stats, he can serve as a solid physical tank when given the right tools. The aim of this build is to play to these strengths by making him very formidable on the enemy phase. This is done by bolstering his Def to greater heights with Steady Breath, which would also help him fire off powerful Bonfires.

Weapon: '"`UNIQ--item-169--QINU`"' is Arden's weapon of choice. It is chosen for its great 14 Mt, but it also accelerates his Special charge, which would allow him to activate it more frequently.

Assist: '"`UNIQ--item-172--QINU`"' or '"`UNIQ--item-175--QINU`"' both help patch up Arden's poor mobility, with the former switching places with an ally and the latter helping Arden jump ahead of an ally. Either one will help do the job in helping him move around the map.

Special: '"`UNIQ--item-178--QINU`"' is Arden's preferred Special. It runs off of his fantastic Def stat, and adds a great 22 damage to his attack with Steady Breath factored in. Thanks to Steady Breath and the Slaying Edge+ helping speed up his Special charge, he'll be able to fire this off pretty much at all times.

A Passive: '"`UNIQ--item-181--QINU`"' is the perfect A skill for Arden. It grants him extra Def when he's attacked, which helps improve his enemy phase presence by beefing up his Def up to a whopping 45. More importantly, it also gives him an extra Special charge when he's attacked. If a melee attacker engages with Arden, he can withstand the hit and retaliate with Bonfire already charged, which will help him muscle through his opponents.

B Passive: '"`UNIQ--item-184--QINU`"' is Arden's B skill, and is unique to him. This skill allows Arden to perform a follow up attack if he's above 50% HP. Any opponent that wasn't already destroyed by Bonfire will have to take another strike from Arden thanks to his skill. '"`UNIQ--item-187--QINU`"' is another option as Arden's B skill, and will instead beef up the power of his Special, and afterwards, Wrath will help charge his Special faster for him to use it again.

C Passive: '"`UNIQ--item-190--QINU`"' can be put to great use as Arden has a massive HP stat, allowing him to inflict the Panic debuff on pretty much any opponent except for opposing Ardens. Being able to deny an enemy's buffs and turn them into debuffs instead would help him withstand even more hits. '"`UNIQ--item-193--QINU`"' is an acceptable alternative, as he is best used on full armor teams, so he can help support his team this way by helping them survive.

Sacred Seal: Arden has a few options for his choice of Seal, making this slot flexible. '"`UNIQ--item-196--QINU`"' can act as an emergency lifeline against Reinhardt and any other mages who can break through Arden through the use of Swordbreaker. Their first strikes will sting, but their second strikes will be mitigated heavily, allowing Arden to survive. However, they must be hit by Panic Ploy first to ensure that Arden will survive, as buffed mages will still decimate him. Should the player feel that Arden withstanding these mages to be unnecessary, then '"`UNIQ--item-199--QINU`"' could be used instead and Arden could run Ward Armor as his C skill, or he could use '"`UNIQ--item-202--QINU`"' to maximize his Def and grant 2 more damge when Bonfire triggers.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Arden’s known for his ridiculously high HP and defense, so why not abuse that fact to the fullest?

Arden is one of the best users, if not then the best user, of Ignis due to having the the highest base def in the game, but it doesn’t need to stop at the base. When wielding the Safeguard+, he’s guaranteed +7 def to add on when he gets hit. You can even refine it to add on to his defense. The addition of Close Def will further boost this bulk on enemy phase, and the use of Earth Boost can have it effect both phases (his 60 base HP makes the condition for it little to no issue). With these total buffs, you’re looking at 64 def whenever he gets attacked, not only making him near impervious to physical melee damage (even physicsl range units have trouble touching him), but it fuels Ignis even more as well.

Off the bat, that’s 51 extra damage with Ignis when he gets attacked at close range, clearing out almost every one of the units currently in the game’s total HP on its own, and it’s capable of killing plenty of units if he initiates. Get some defense buffs on him, and this power becomes even more monstrous as he gains the potential to instantly kill units no matter how strong their merges make them.

Panic Ploy can also be utilized greatly due to his HP, making it a useful C skill in case of an enemy’s usage of field buffs.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
This set for Arden replaces his own Brave Sword with a Slaying Edge. Instead of a Player Phase monster, this set makes Arden a formidable Enemy Phase fighter. '"`UNIQ--item-137--QINU`"' is the A passive of choice and allows Arden to counter both melee and ranged units. Thanks to his high HP stat of 60 and very good defense, very few enemies will be able to KO Arden before he can hit back, which means they'll have to take at least one hit in return.

This is where the rest of his kit comes in to play. Thanks to the cooldown reduction of '"`UNIQ--item-140--QINU`"', Arden will have '"`UNIQ--item-143--QINU`"' ready for his first counter. Combine this with his great Attack stat and Arden will prove that he is indeed Strong and Tough. An Attack refine and the '"`UNIQ--item-146--QINU`"' Seal are chosen to make him retaliate even harder. As an alternative to Glimmer, '"`UNIQ--item-149--QINU`"' can be chosen instead in conjunction with '"`UNIQ--item-152--QINU`"' to counter with a Bonfire-fueled attack. However, be aware that this only works for the first combat.

In his B slot, Arden can choose to keep his own skil, '"`UNIQ--item-155--QINU`"', as it allows him to counter twice so long as his HP is above 50%. This means he'll almost always fire off a Bonfire every combat so long as his HP is higher than 50%. Another option is to run '"`UNIQ--item-158--QINU`"' instead. Since this set means that Arden will likely be taking damage before he can counter, chances are that he will drop 75% HP to activate Wrath, which adds a flat 10 damage any time he uses a special. Note that this skill chekcs for hp during combat, so even if Arden starts combat higher than the activation threshold, if his HP is below the threshold when he uses his special, Wrath's effect will go off. Wrath will also reduce Arden's special cooldown by 1 at the start of the player's turn when Arden's HP is below 75%.

Lastly, his C slot can be used for '"`UNIQ--item-161--QINU`"'. Since Arden has one of the highest HP stats in the entire game, he can reliably proc Panic Ploy on his enemies. Otherwise, Arden can run an Armor buff when used in Armor Emblem, or a different buff when used outside of Armor Emblem
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build is focused on doing heavy damage on enemie phase, with Steady breath and Slaying Axe+ Bartre's Bonfire will be aways up after he tanks an attack, wich allow him to one round KO a ridiculous amout of units (even some red units), since, if they survive the first hit there will be the QR attack (and another bonfire if they double).

The speed IV is there since you probably wont need more +3 def from the boom, but +4 speed helps a lot on avoiding doubles from slow speed mages like Lilina and Sanaki, wich can't kill you in one hit because of the great amount of HP, this HP is also crucial since it goes pretty well with Panic ploy.

Overall, the build is really good agains phisical enemies, with great kill potential, but, it may struggle a bit with magic and fast dragons.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
Now that Weapon Refinery is available—and Beruka’s native Killer weapon can easily be upgraded then refined for a relatively affordable 70 Summoning Stones (20 + 50)—even casual Beruka users have nearly no excuse to augment her awesome physical defense even further with a Defense-refined '"`UNIQ--item-230--QINU`"'. Without taking into account further stat increases from the A-skill slot, Sacred Seal, AND Fortify/Ward boosts, a +0 Beruka with a Defense boon and a Defense-refined Slaying Axe+ sits at a beefy 51 HP and stellar 44 Defense. As usual, '"`UNIQ--item-233--QINU`"' and '"`UNIQ--item-236--QINU`"' procs will be hellishly powerful and only become stronger with new skills, enabling Beruka to essentially ignore her otherwise-terrible Attack while tearing down nearly any unit that can’t off her in time.

Translation: when given all the trimmings, Beruka becomes inhumanly difficult to take down for physical attackers in enemy phase. Obviously, steer clear of magic and ranged units, and don’t overdo it against sword units with high Attack on initiation or defense-decreasing specials, such as Siegbert, Elincia, and Black Knight.

Now, let’s go over said trimmings. '"`UNIQ--item-239--QINU`"' is still the best A-slot passive skill for its value: it can be acquired easily than other passives from any 4-star Seth and gives Beruka a substantial and consistent 5 Def increase. Its Attack penalty does not matter in the grand scheme of things, as Beruka still sports a quite-low Attack even without it. Beruka can also go for more luxurious passives if you are willing to give them; '"`UNIQ--item-242--QINU`"' in particular provides the best Arena optimization due to its higher SP cost and +1 Def over Fortress Def 3. Additionally, Close Def also counts towards Dragonstone damage, making matches against Fae and Nowi significantly more favorable despite Beruka’s below-average Resistance. Mentions of honor include '"`UNIQ--item-245--QINU`"' (budget) and '"`UNIQ--item-248--QINU`"' (less valuable than Close Def but can still be used if lacking that).

'"`UNIQ--item-251--QINU`"' (or '"`UNIQ--item-254--QINU`"' for those on a budget) guarantees a counterattack for Beruka when at high HP, which is significant as she will need that extra attack to successfully kill most baited units with her chosen special. The combination of Quick Riposte, a defensive A-skill, and Beruka’s special is already potent in itself and requires little tweaking. '"`UNIQ--item-257--QINU`"', however, is also worth consideration, as it enables Beruka to confidently go toe-to-toe with attackers without fear of their own special (especially Luna) activating and ruining an otherwise nice matchup.

Beruka’s C-skill slot is flexible and depends on team composition. For flier teams, '"`UNIQ--item-260--QINU`"' or '"`UNIQ--item-263--QINU`"' are very good for offensive support, especially considering Beruka will almost never initiate offensively herself. For more general teams, '"`UNIQ--item-266--QINU`"' or any Hone/Fortify skill are also worth considering. If running Panic Ploy in the C slot is too restricting, you can use its Sacred Seal version. However, Beruka can benefit more from '"`UNIQ--item-269--QINU`"', because despite all her physical bulk, she is still extremely vulnerable to archers. Taking this seal allows her to negate that weakness and utilize her bulk to tank archers who might otherwise defeat her.

As far as boons are concerned, a Defense boon is obvious. Due to Beruka's incorrigibly low Speed, it can be safely lowered for the bane. Although a Resistance bane is tempting due to Beruka's also low Resistance stat, it makes compromises her actually decent matchups against Nowi and Fae.
Pen.png Creative
Stamina Potion.png Chain
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
This build focuses on three things: being creative, unique, and effective. It's sole purpose is to prevent Winter Chrom from dying in Tempest Trials or Chain Challenge. It accomplishes this by combo-ing Shield Pulse with Warding Breath. Shield Pulse 3 will lower the cooldown of Miracle from 5 to 3 at the start of the first round. As long as an enemy melee unit attacks first, Chrom's Sack o' Gifts will activate, buffing his protective stats, and his Warding Breath will help him gain -2 cooldown on miracle before counterattacking, thus giving him miracle throughout the entire Tempest Trial run, should he die. Panic Ploy 3 and Deflect Magic 3 should help shave off any additional damage, as well as debuffing the enemy.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Icon Move Armored.png Armored

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 Armored.png Armored
Click to show/hide build description 
This build is mostly the same as her Brave Lance+ build, but opting for easier to obtain skills like the regular Brave Lance. She still has an incredibly powerful player phase presence, which is improved with '"`UNIQ--item-542--QINU`"'. Her lack of movement means she has a hard time approaching units without heavy positioning assistance however. Against ranged enemies (especially mages), her lack of movement weakness becomes even more apparent since most of the time any ranged unit will be able to engage on her first during her weaker enemy phase.

Defensively, '"`UNIQ--item-545--QINU`"' is selected to ignore her already low Spd, brought even lower by Brave Lance+, negating Brave weapon users' greatest weakness. Wary Fighter is also why -Spd is Effie's bane of choice in this build. With her high Def, '"`UNIQ--item-548--QINU`"' is taken as her special of choice to beef up her damage even more. Thanks to her incredibly high Atk, '"`UNIQ--item-551--QINU`"' can also be considered.

For her assist, '"`UNIQ--item-554--QINU`"' is chosen to increase Effie's range of movement, allowing Effie to move up to 3 spaces a turn depending on ally positioning.

Her C passive slot is left up to team composition considerations and player preference; however, '"`UNIQ--item-557--QINU`"' is a good choice to help Effie support her fellow armored allies.

As for her Seal, '"`UNIQ--item-560--QINU`"' will help her increase the damage she can dish out. '"`UNIQ--item-563--QINU`"' is another option for her to deter opponents with stat buffs.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
Like most armored units, due to her lack of movement, Effie is often picked off or damaged for free fairly easily by ranged enemies while trying to approach her target. On top of that, with a Dancer or positioning skills on the other team, these ranged units can essentially move out of Effie's range and kite her until she dies. Thus, this build takes and revolves around '"`UNIQ--item-390--QINU`"' to deal with ranged units. Although not an extreme player phase powerhouse like Brave Effie, this build is still extremely potent due to her already high base Atk. For many ranged units who cannot one-shot Effie or lack the Defense to take a hit, this build shuts these units down. Thanks to Effie's already-high base Atk, tankiness and Wary Fighter, this build still poses a threat to melee units as well, making her a more rounded unit.

For her IVs, to start -Spd is her bane of choice. Not only is this because her Spd is already abysmally low, but because with Wary Fighter, she doesn't need to worry about her Spd being even lower. +Atk is taken as her boon to increase the damage Effie can dish out. Other boons are acceptable to increase her tankiness.

'"`UNIQ--item-393--QINU`"' is taken as her weapon of choice. Deft Harpoon+ provides an overall stat boost for Effie's first engagement. However, this weapon is not only an expensive investment but was an exclusive weapon limited to the Ylissean Summer (Focus) and no longer available. '"`UNIQ--item-396--QINU`"' is also a strong alternative that also has high Mt and decreases her special cooldown by 1. This means she run '"`UNIQ--item-399--QINU`"' at the same charge cooldown as a regular Moonbow with much greater damage thanks to Effie's high Def. Alternatively, Effie's default weapon '"`UNIQ--item-402--QINU`"' can be used instead if neither option is available.

Defensively, the build keeps Effie's default B-slot passive '"`UNIQ--item-405--QINU`"' to prevent other units from doubling Effie. This is what allows Effie to successfully survive most encounters despite her low Spd. Without it, she will lose several match ups against speedier units such as mages.

'"`UNIQ--item-408--QINU`"' is chosen as her Assist of choice due to armored units appreciating the extra movement. '"`UNIQ--item-411--QINU`"' can also be taken as well. Swap is typically seen on tankier units. For example, one common scenario is using Swap on an ally who is in range of the enemy. Unlike other skills like Reposition which will keep both heroes out of range, Swap will leave one unit in range. Effie is fantastic at taking hits, thus Swap is a potential Assist skill that can be taken as well.

For her special, '"`UNIQ--item-414--QINU`"' is selected due to its quick charge time and extra damage, but as mentioned before, she can opt for 3-charge specials if running Slaying Lance+ such as '"`UNIQ--item-417--QINU`"' or '"`UNIQ--item-420--QINU`"'.

For her C passive, '"`UNIQ--item-423--QINU`"' works well on Effie due to her high HP, and allows her to reverse the buffs prevalent on common themed teams (Cavalry, Flying Unit, Armored). This also includes teams that revolve around a -blade tome mage and buffs. Since a green mage with Gronnblade+ (eg. Nino: Pious Mage '"`UNIQ--item-426--QINU`"') has the potential to one-shot Effie, using Panic Ploy to reverse these buffs means Effie has the chance to not only survive a -blade attack, but also potentially kill the mage on the counter.

Otherwise, her C-slot is left open for whatever else a team may need such as Hone Buffs, Threaten / Other Ploy Debuffs, etc.

Her Seal is '"`UNIQ--item-429--QINU`"', which helps mitigate the damage she takes from a range. Alternatively, she could use '"`UNIQ--item-432--QINU`"', which would free up her C skill slot for another armor buff.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Dull Cavalry W.png Ridersbane+ (Skill)
Icon Skill Assist.png Pivot / Swap
Stats: +Atk/-Spd

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 Armored.png Armored

A description has not been written for this build yet.

Pen.png Creative
Icon Arena Defense.png Defense
Orb.png Very high investment
Siegmund W.png Siegmund (Skill)
Icon Skill Assist.png Reposition / Flexible
Stats: +Atk/-Spd

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 '"`UNIQ--item-884--QINU`"' only activates a double attack if Ephraim's HP ≥ 90%. Therefore, to keep his HP high, '"`UNIQ--item-887--QINU`"' and '"`UNIQ--item-890--QINU`"' 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 '"`UNIQ--item-893--QINU`"' giving him 60 Atk on initiation (58 with '"`UNIQ--item-896--QINU`"'). 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. '"`UNIQ--item-899--QINU`"' and '"`UNIQ--item-902--QINU`"' 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. '"`UNIQ--item-905--QINU`"' and '"`UNIQ--item-908--QINU`"' 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 '"`UNIQ--item-911--QINU`"' and a different seal can be chosen.

For his Assist skill, the usual '"`UNIQ--item-914--QINU`"' can be taken, or if Ephraim's buffs are being panicked, then '"`UNIQ--item-917--QINU`"' is a another option.

Note: If Ephraim is Summoner Supported, then the '"`UNIQ--item-920--QINU`"' 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 '"`UNIQ--item-923--QINU`"' seal will work wonders, raising his Atk to 59 (65 on initiation).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
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 Skill Assist.png Reposition / Flexible
Stats: +Def/-Res
Click to show/hide build description 
This build follows the standard steady breath template, using '"`UNIQ--item-256--QINU`"' and Quick Riposte to counteract the downside of '"`UNIQ--item-259--QINU`"' in increasing Special Cooldown charge. This acts as a powerful enemy phase build to fight against all unit types.

In order to have Fae effectively counter bow units, due to having the lowest defense of all the non-dancer dragons, she must double up on defense with a +def boon. Her res is strong enough such that even against powerful blade mages or Reinhardt, a -res bane does not hurt her ability to easily tank them.

'"`UNIQ--item-262--QINU`"' is the weapon of choice, with the +def refinement. This brings Fae's defense up to a level where she won't get killed by most moonbow variants of bow users. The ability to target a ranged unit's weaker defensive stat allows her to easily dispatch most ranged units.

'"`UNIQ--item-265--QINU`"' is a standard, powerful movement tool that allows tanks to move units behind them, and then acting as a wall for them on the enemy phase, or just generally moving units around.

'"`UNIQ--item-268--QINU`"' is the special used. Fae's defense actually becomes higher than her resistance with this build, meaning that Bonfire will deal more damage. A 3 cooldown special is necessary, as it'll be increased to 4 due to '"`UNIQ--item-271--QINU`"', and thus will always have it ready during combat.

'"`UNIQ--item-274--QINU`"' defines this build, allowing Fae to quickly charge her special in addition to giving her even more physical bulk when attacked.

'"`UNIQ--item-277--QINU`"' is the second skill that defines this build, allowing Fae, who has normally slow speed, to almost always double the enemy when she is attacked. This, along with '"`UNIQ--item-280--QINU`"' and '"`UNIQ--item-283--QINU`"' allows her to always have it ready during combat.

'"`UNIQ--item-286--QINU`"' allows Fae to easily counter enemy buffs. Because of her naturally high HP pool, she is able to panic almost every non-armor unit, especially with the +5 HP from the '"`UNIQ--item-289--QINU`"' refinement.

'"`UNIQ--item-292--QINU`"' becomes the Sacred Seal choice, as she will want to stack as much defense as possible to deal with buffed up bows. If you need her to better counter melee units and are able to panic emblem buffed ranged units, '"`UNIQ--item-295--QINU`"' is also a very solid choice.

This build allows Fae to challenge all blue units, in addition to most bow units. Extremely tanky units such as Halloween Jakob and archers with mixed defenses may still be able to live through a '"`UNIQ--item-298--QINU`"', so be careful against them. Getting quad hit by a Brave Bow will usually spell your death. Because this is an enemy phase centric build, be careful of Firesweep users as well.

Other builds using this skill