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 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.
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: Icon Class Red Sword.png Slaying Edge+ 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: Icon Skill Assist.png Swap or Icon Skill Assist.png Pivot 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: Icon Skill Special.png Bonfire 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: Steady Breath.png Steady Breath 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: Follow-Up Ring.png Follow-Up Ring 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. Wrath 3.png Wrath 3 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: Panic Ploy 3.png Panic Ploy 3 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. Ward Armor.png Ward Armor 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. Deflect Magic 3.png Deflect Magic 3 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 Panic Ploy 3.png Panic Ploy 3 could be used instead and Arden could run Ward Armor as his C skill, or he could use Defense Plus 3.png Defense +3 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. Distant Counter.png Distant Counter 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 Icon Class Red Sword.png Slaying Edge+, Arden will have Icon Skill Special.png Glimmer 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 Attack Plus 3.png Attack +3 Seal are chosen to make him retaliate even harder. As an alternative to Glimmer, Icon Skill Special.png Bonfire can be chosen instead in conjunction with Quickened Pulse.png Quickened Pulse 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, Follow-Up Ring.png Follow-Up Ring, 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 Wrath 3.png Wrath 3 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 Panic Ploy 3.png Panic Ploy 3. 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 Icon Class Green Axe.png Slaying Axe+. 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, Icon Skill Special.png Ignis and Icon Skill Special.png Bonfire 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. Fortress Def 3.png Fortress Def 3 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; Close Def 3.png Close Def 3 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 Defense Plus 3.png Defense +3 (budget) and Steady Stance 3.png Steady Stance 3 (less valuable than Close Def but can still be used if lacking that).

Quick Riposte 3.png Quick Riposte 3 (or Quick Riposte 2.png Quick Riposte 2 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. Guard 3.png Guard 3, 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, Hone Fliers.png Hone Fliers or Goad Fliers.png Goad Fliers are very good for offensive support, especially considering Beruka will almost never initiate offensively herself. For more general teams, Panic Ploy 3.png Panic Ploy 3 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 Iotes Shield.png Iote's Shield, 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.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Ah, good old Clive. A courageous and stalwart knight of the country Zofia, making his appearance as a Tempest Trial unit for the Fire Emblem Heroes series. Ever since this unit came out, I have been tinkering around with different skills to see what fits him the best. For this build, its a more all-round Clive to use just about anywhere, and these are the best skills I could congure on the blue calvary unit.

Weapon: Now, I know what you are thinking, “So original, a Clive build with a Silver Lance refine on it. Nothing out of the ordinary right?” That’s because it works effectively! Since Clive is a Tempest Trial unit, he has neutral stats and stay that way for everyone. Though Clive isn’t quite the master in the Speed/Resistance departments (Spd 25/Res 19), he has commendable Attack and Defense (Atk 33, SilvLnce 48 /Def 32) and has outstanding Health Points (HP 45). At a first glance, Clive doesn’t seem like a worth while unit, with the only real things going for him are his HP and Def. And truth be told, the weapon choice I have for this build is just that, building up his HP and Def, with the extra Atk point. Though this might seem like he is a complete defensive unit, his skills that I’ve added make up for a few more areas. Assists: For his assists, I chose both Reposition and rally Spd/Def. I can’t really make this any simpler then that since Clive is a Calvary unit and has pretty good Def, that him using Reposition to help out other glass cannon/low Def units by flipping them over is a assist to have. As for Spd/Def, since he is still a semi-tank unit, it’s used to also help out other units that may not have the Spd to double enemy units as well as a boost of Def. Simple as that. Specials: Now, you may need to think a bit outside the box like I did to come up with something like this, but I personally think that both of these specials do work. First special that I had for Clive was Dragon Aura, which was an obvious mistake. I then fiddled around with different specials to receive two of the better devensive specials. For Clive, I didn’t want him to just be a simple tank, but for him to be a tank that could return attacks back ten-fold. I decided for the best defense/offensive skill to give Clive was Blazing Light. Now, this is a skill that you would more likely see on Ophelia or other high-damaging mage units, but I have used it on Clvie for the longest (and still do to this day). With Clive’s high Def (with weapon refine), Clive won’t die to many sword/lance/red tome/units, he could even take on some axe/beasts as well. The build up for Blazing Light does take a while, but I would argue that it is still a good usage of hits that Clive would be getting. The other special, Escutcheon, is just more of a defensive skill, if you want Clive to just survive every single attack from sword/lance units. A Skills: These “A” skils are total opposites of each other, one being completely offensive and the other being defensive. Simply said, Clive has alright Atk, and Death Blow only helps him while he is attacking. This is one of the steps to help Clive breach from his defense and shine his blue armor. However, Distant Def 4 still allows his armor to dull in the shadows. Though this skill doesn’t completely help his pitiful Res, this basically makes him almost untouchable to sword units with the Def/Res+8 this skill gives. Personally, I think that Distant Def 4 is the better skill to use, but I realize that that isn’t the easiest skill to come by, so Death Blow still helps out with his Atk and is more affordable to get. B Skills: Honestly, I’ll make this section short. Lance Breaker 3, makes him work out his Death Blow 3 “A” skill out with hitting the lance unit twice. Hit and Run is a more defensive “B” skill to use, and if Clive is in trouble, it is easy to recollecct or support him with another unit. C Skills: So, with the “C” skills, I got a bit crazy with it. Though both of these are kinda weird for him to use, I’ll explain myself for both. So Distant Guard 3 is a skill that grants Def/Res+4 to allies within 2 spaces if foe uses any ranged weapon during combat. This skill, to me, was more of a joke/symbolizing skill to put on Clive since he is a noble knight that still protects his band, The Deliverance. The other “C” skill, Panic Ploy 3, actually has a more practical use. For all the bonuses that foes may have on Def or Atk, this helps out Clive with his 45/ WeapoRefine 50 HP getting more damage done and less damage taken. This skill also helps the other members on the team with dealing anything else related to Spd and Res. Seals: Atk Smoke 3 and Quick Riposte. Pretty simple, lowers the Atk of units around the one Clive mainly attacked to make there damage lessen with Clive’s Def or Clive being able to attack twice in a turn if attacked, allowing either of his specials to activate quicker. All around, I love using my Clive. Since I’m not the best FEH player and was a bit late to realizing what merging 5* units were, my Clive is a +6 merge and is currently the highest merge unit I have. But Clive is also one of the main units that I am currently focused on with building and this is just something that I wanted to share as to the best that I use with him. Anyways, hope y’all found this build useful and see yah later mates! “Make sure to keep fighting for what you believe in!” - Clive (or what I think he would say). Accessory on my Clive: Kutolah Band

Princeore451 (talk) 21:53, 23 October 2019 (UTC)xEtriax
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High 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 Death Blow 3.png Death Blow 3. 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, Wary Fighter 3.png Wary Fighter 3 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, Icon Skill Special.png Bonfire is taken as her special of choice to beef up her damage even more. Thanks to her incredibly high Atk, Icon Skill Special.png Draconic Aura can also be considered.

For her assist, Icon Skill Assist.png Pivot 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, Ward Armor.png Ward Armor is a good choice to help Effie support her fellow armored allies.

As for her Seal, Attack Plus 3.png Attack +3 will help her increase the damage she can dish out. Panic Ploy 3.png Panic Ploy 3 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 Distant Counter.png Distant Counter 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.

Icon Class Blue Lance.png Deft Harpoon+ 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. Icon Class Blue Lance.png Slaying Lance+ is also a strong alternative that also has high Mt and decreases her special cooldown by 1. This means she run Icon Skill Special.png Bonfire at the same charge cooldown as a regular Moonbow with much greater damage thanks to Effie's high Def. Alternatively, Effie's default weapon Icon Class Blue Lance.png Silver Lance+ can be used instead if neither option is available.

Defensively, the build keeps Effie's default B-slot passive Wary Fighter 3.png Wary Fighter 3 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.

Icon Skill Assist.png Pivot is chosen as her Assist of choice due to armored units appreciating the extra movement. Icon Skill Assist.png Swap 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, Icon Skill Special.png Moonbow 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 Icon Skill Special.png Bonfire or Icon Skill Special.png Draconic Aura.

For her C passive, Panic Ploy 3.png Panic Ploy 3 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 Face FC.webp Nino: Pious Mage) 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 Distant Def 3.png Distant Def 3, which helps mitigate the damage she takes from a range. Alternatively, she could use Panic Ploy 3.png Panic Ploy 3, 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 Icon Class Blue Lance.png Siegmund only activates a double attack if Ephraim's HP ≥ 90%. Therefore, to keep his HP high, Icon Skill Special.png Pavise and Shield Pulse 3.png Shield Pulse 3 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 Death Blow 3.png Death Blow 3 giving him 60 Atk on initiation (58 with Sturdy Blow 2.png Sturdy Blow 2). 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. Panic Ploy 3.png Panic Ploy 3 and HP Plus 5.png HP +5 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. Fortify Def 3.png Fortify Def 3 and Fortify Res 3.png Fortify Res 3 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 Hone Spd 3.png Hone Spd 3 and a different seal can be chosen.

For his Assist skill, the usual Icon Skill Assist.png Reposition can be taken, or if Ephraim's buffs are being panicked, then Icon Skill Assist.png Harsh Command is a another option.

Note: If Ephraim is Summoner Supported, then the HP Plus 5.png HP +5 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 Attack Plus 3.png Attack +3 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.


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