Phantom Spd/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 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
Falchion Gaiden W.png Falchion (Skill)
Stats: +Atk/-Res
Click to show/hide build description 
Alm has all the right tools to give him a fantastic player phase presence, and he has a niche that no unit can really match. Thanks to his refined Falchion, he can deliver two powerful consecutive strikes, and he can take full advantage of Windsweep to deny his opponent from counterattacking at the same time. With this, he can safely engage a majority of units and proceed to crush them.

Weapon: '"`UNIQ--item-94--QINU`"' is Alm's weapon of choice. When given its special skill, it will allow Alm to strike twice in a row like a '"`UNIQ--item-97--QINU`"'. Instead of having low Mt and a Spd penalty, Alm instead takes 5 damage after combat, which is rendered moot as the Falchion also comes with self recovery, allowing him to patch that small bit of damage right back up. The Falchion is also effective against dragons, making Alm an excellent dragon slayer.

Assist: '"`UNIQ--item-100--QINU`"' 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.

Special: '"`UNIQ--item-103--QINU`"' is chosen as Alm's Special, as it lines up well with the rhythm of Alm's strikes. After attacking twice, Alm's Special charge will be at 1, meaning his next foe will have to take one strike, followed by another with Luna charged. Alternatively, Alm could use '"`UNIQ--item-106--QINU`"' if he's using the '"`UNIQ--item-109--QINU`"' Seal, as his high Atk would allow him to activate it on the second strike. Both Luna and Moonbow will help Alm puncture through his opponent's defenses.

A Passive: '"`UNIQ--item-112--QINU`"' is the only A skill Alm needs. He will only be initiating combat against his opponents, so the +6 Atk from Death Blow will be greatly appreciated.

B Passive: '"`UNIQ--item-115--QINU`"' is a fantastic choice for Alm's B skill. Not only does he come with it naturally, but it pairs perfectly with the '"`UNIQ--item-118--QINU`"' Seal. With those two skills combined, any physical foe that has 40 Spd or less will be unable to counterattack, letting Alm get free damage on them, if not outright defeating them. This makes Alm safely engage a lot of opponents, fearing almost nothing. However, this slot is open and flexible for other skills, should the player feel like other skills would be needed. '"`UNIQ--item-121--QINU`"' is a solid choice, as it lets Alm retreat one space backwards after attacking, letting him return to his allies more safely and get out of harm's way. '"`UNIQ--item-124--QINU`"' is another option for Alm to smash through the sturdier sword wielders and come out on top.

C Passive: Alm's C skill is flexible to be whatever the player needs. A buffing skill like a Drive could work to help support his team. '"`UNIQ--item-127--QINU`"' or '"`UNIQ--item-130--QINU`"' could also work nicely thanks to Alm's good HP. This is all dependent on the player's discretion and team composition.

Sacred Seal: '"`UNIQ--item-133--QINU`"' is chosen as Alm's Seal, but only if it is paired with '"`UNIQ--item-136--QINU`"', as it is mostly pointless otherwise. This is what will help boost Alm's effective Spd to 40 when used in calculations for Windsweep. If a different B skill is chosen, then Alm should equip '"`UNIQ--item-139--QINU`"' instead. With Alm's high Atk, he'll be able to charge his Special even faster, letting him use a Special like '"`UNIQ--item-142--QINU`"' on the second strike.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying

A description has not been written for this build yet.

Dueling Sword.png Optimal
Icon Arena Defense.png Defense
Orb.png Very high investment
Speed Plus W.png Dark Breath+ (Spd)
Icon Skill Assist.png Flexible
Stats: +Spd,+Def/-Res
Click to show/hide build description 
This build aims to be extremely frustrating to deal with on Arena Defense teams.

This is done by utilizing the annoyances created by '"`UNIQ--item-502--QINU`"' and adding '"`UNIQ--item-505--QINU`"' on top of it, and then having strong enemy phase with '"`UNIQ--item-508--QINU`"'. Note that this build is functional when wielded by a player, but is generally outclassed by her The Black Pillar build when player controlled.

'"`UNIQ--item-511--QINU`"' makes this build powerful, allowing Corrin to debuff her enemies when they try to bait her in. Even if she dies to the enemy, it will still debuff the enemies, causing them problems when the enemy tries to take down the rest of your team. +Spd is the best refine for the weapon, as it will better allow her to sweep enemies if she chose to initiate and avoid doubles on the backswing.

Her assist skill is very flexible, though '"`UNIQ--item-514--QINU`"' is generally strong at keeping your defense team together and Corrin in front.

'"`UNIQ--item-517--QINU`"' is a strong special skill, given the 4 cooldown with '"`UNIQ--item-520--QINU`"'. Alternately, '"`UNIQ--item-523--QINU`"' can be used if you think she's likely to get an initiating attack off, making attacking back into her extremely difficult.

'"`UNIQ--item-526--QINU`"' is a strong A skill, as it punishes enemies for trying to circumvent '"`UNIQ--item-529--QINU`"' by attacking into her. If running '"`UNIQ--item-532--QINU`"' she can very easily simply activate it during combat, allowing her to severely dent even the most tanky of attackers. Even when using '"`UNIQ--item-535--QINU`"' it will help Corrin activate the skill immediately if she was able to get an initiating attack off.

'"`UNIQ--item-538--QINU`"' is what makes this build particularly annoying to deal with, as it allows her to safely initiate on enemies without fear of counter attack most of the time.This is especially powerful if the neemy did not note down the skills on their enemies, which can catch many players off guard and put them in a very bad position.

Alternately, given the popularity of Green dragons, '"`UNIQ--item-541--QINU`"' is an alternative to shut down teams that try to bait her using dragons.

'"`UNIQ--item-544--QINU`"' is Corrin's natural C skill and is very good, but can be changed to suite the requirements of her team. Other common C skills are other hones/spurs, '"`UNIQ--item-547--QINU`"', or smokes.

'"`UNIQ--item-550--QINU`"' ensures that Corrin is able to sweep her enemies, as the added 10 speed puts her effective speed above almost every enemy.
Pen.png Creative
Universal Crystal.png Medium investment
Click to show/hide build description 
This fun build focuses on people who sadly obtained that +spd Ephraim that they honestly wanted nothing to do with. In truth, his speed is just high enough to really bring some secret tech to the table with the help of sacred seal forge. This also utilizes an originally thought to be useless sacred seal as well, allowing for shinanigans that will surprise anyone.

Siegmund is the gold standard for strong power and attack support, which makes Ephraim incredibly useful out of the box. Now with the help of the weapon forge, he gains a new little trick for his first confrontation. As long as his health is above 90%, Seigmund is also considered a brave weapon as well.

Like any heavy hitter and/or brave user, '"`UNIQ--item-1041--QINU`"' is one of the biggest tools to add to their arsenal. Combining it with Siegmund's new ability creates a vicious opening blow and will put a dent in anything. To accomodate this new ability, I added '"`UNIQ--item-1044--QINU`"' and combined it with '"`UNIQ--item-1047--QINU`"' to create a surprise that the enemy will not expect. With this, Ephraim can take his first initial swing at the enemy and they won't be able to retaliate, which will leave him with a nice HP bar to soak up the next strike with minimal issue (if they survive). Only speed demons like Mia, Ayra, and Lyn will keep this from happening.

One of the most important things to do with this build is to maintain a steady healing for Ephraim. With that he'll be able to dish out major damage and minimize the amount taken on offense.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
The aim of this build is to make Fae able to activate the ability of her weapon, '"`UNIQ--item-369--QINU`"' without taking any damage from most of the units in the game. With this build, Fae´s stats are 48/47/34/25/30 (no buffs, no merges), or 52/51/38/29/34 fully merged with no buffs (Notice that this build works best at higher merges since the stat spread is quite even and no stats really surpass the average by enough so that this build has no problem taking enemies down, though after attacking, her unmerged stats are 48/52/39/30/35, which is quite decent) and fully merged with buffs 52/56/43/34/39.

Thanks to '"`UNIQ--item-372--QINU`"' and '"`UNIQ--item-375--QINU`"', Fae will very likely be able to avoid being counterattacked by a physical unit most of the times, and her weapon's ability will then buff her allies in a range of 2 spaces and herself by 5 to all stats(But Hp, you can correct that lack of stats by equipping '"`UNIQ--item-378--QINU`"' if you will).

This massive buffs synergize very well with any Bladetome user and even Erika with the '"`UNIQ--item-381--QINU`"' refinement, and make fae stronger when the enemy phase arrives (its basically a + 12.5 merge, missregarding Hp, which is irrelevant in most scenarios). It is worth to take into acount that '"`UNIQ--item-384--QINU`"' will ignore this buffs and that it might not be the best idea to attack any Falchion user even if they cannot counter if you can't secure the kill on them with another ally(or lasthit them with Fae) since they deal x1.8 damage to green dragons, which will almost surely oneshot her.

You could also build '"`UNIQ--item-387--QINU`"' with Spd refinement and swap her C with some other one(or leave it as it is to secure the first hit, though debuffs dont stack) to make her a frontline debuffer. That way she would be stronger against matchups in which she has the dissadvantage and weaker agaisnt matchups where she has the advantage compared to the frontline support build.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
This build is meant to do strong pokes and heal allies at the same time when he is not dancing, Luna is a good special for him as the threshold for a special based on a stat is usually 50 for attack and 30 for Def and Res, all of which he is below. Life and Death makes his pokes stronger while Darting blow is less expensive and gives him one extra speed. Watersweep allows him to poke magic units units and Windsweep physical if your are more concerned with distant counter and bows. Breath of life allows for him to heal 7 extra damage when attacking and the sacred seal can either be Phantom speed (though 3 is the best other versions will work too as even with version 1 he still reaches 48 speed for watersweep/windsweep using life and death 3 though if your Inigo is -speed version 3 his highly recommended) if you are concerned with poking faster units/ are using this build with a non-plus speed Inigo, while breath of life allows for the healing of 21 damage for units next to him which is fairly significant especially if you are putting him on a team with units running wary fighter, quick riposte or anything else that requires high HP percentage.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Shard.png Low investment
Click to show/hide build description 
Essentially for hitting the enemy on your turn without a problem and staying safe on their turn with the Close Def 3 while constantly throwing out Moonbow.
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 
calculated with Tiki (young)= highest Spd of all Dragonstone units. Tiki with +Spd IV (33), level 40+10 merged (33+4=37), +Weapon Refine Spd (37+3=40), +Fury 3 (40+3=43), +Fortify or Rally (43+x=43) x=0 because of Divine Naga (Foe's bonuses from skills like Fortify, Rally, etc. are nullified during combat). Max Dragon Spd is 43 against Julia with Divine Naga. Julia with +Spd IV (30), without any merge, +Phantom Spd 3 (30+10=40 for Watersweep 3), +Hone Speed (40+4=44). Julia gets easily 44 Spd and this is already enough for Watersweep 3. Because of Watersweep 3 Julia can attack any Dragonstone unit without taking any damage back. Leczgou free kill.
Dueling Sword.png Optimal
Icon Arena Defense.png Defense
Hero Feather Darkened.png High investment
Click to show/hide build description 
The Poison Dagger is a double-edged sword, it has a devastating effect when Kagero is facing infantry but hinders her performance against other kinds of foes. Since armored and horse units are become more popular in the Arena using Kagero could be a shot in the dark, so this build aims to guarantee more utility for her even when facing enemies that she cannont counter properly. Swift Sprrow grants a very valuable ATK and SPD boost on initiation that she can use to effectively one-shot most infantry units or, together with Windsweep,attack without fear of retaliation armored enemies and the usually not so fast cavalry units. For the C passive Hone Attack is a very valuable asset to boost the allies' offense and with Rally Speed for Assist Skil Kagero can improve two stats when it is not safe for her to engage in combat,serving as a semi-buffer. Conversely, she can equip Savage Blow to help soften foes in a wide area. Notably, Savage Blow and Windsweep allows Kagero to do some chip damage against a target she is not effective against and nearby units without receiving a counterattack(most of the times), turning her in to an excellent tool for battlefield control. Finally,Moonbow has the same fast cooldown of Reprisal but with the benefit of always having effect. With this set Kagero keeps her power against infantry but is not rendered completely useless against other units, as she can use Windsweep to damage foes she's not effective agaist without receiving a counterattack, softening them for her allies to follow up or provide buffs when she absolutely can not engage in combat. Recommended Sacred Seals: HP+3, for survivability purposes or to cover a HP bane; Phantom Speed to make the best use of Windsweep; Fortify Res 1 to further improve the semi-buffer role.~Bentermuler
Dueling Sword.png Optimal
Dueling Crest.png Arena
Universal Shard.png Low investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Karla's mindblowing 35/40 offensive spread makes her top tier player phase threat in the arena. Use due caution when facing her because her weapon's effect in conjunction with wrath makes her damage soar to drastic heights.

Weapon: Karla excels with many weapons: her brother's Wo Dao, Firesweep Sword, and even a niche Armorsmasher. However, Vassal's Blade is by far her best weapon. With a cooldown reduction and an effect that virtually gives her 14 free damage considering her massive speed stat and the use of Phantom Speed, It maximizes all of her strengths.

Assist: Ardent Sacrifice enables her to use threshold skills while controlling her HP. Her HP bane is a very good choice because it lets her activate ~75% skills like Wrath and Desperation using Ardent Sacrifice. A more consistent option is Reposition which is a very adequate positioning skill.

Special: Draconic Aura in tandem with Wrath lets Karla break through many blue units as well. Since Karla can already secure kills on Red and Green units, specials like Glimmer are wasteful and do not optimize her killing potential. If Karla is being run on an infantry team, then she is a great candidate to receive Infantry Pulse buffs. If infantry pulse is being run, a Wrath boosted Dragon Fang can kill armored Blue units like Effie and Hardin from full HP outright.

Passives:

A - Brazen Atk Def synergizes very well with Wrath's threshold while providing an ample +7 Atk and Def to Karla. This option is chosen over Fury, Life and Death, Swift Sparrow and Brazen Atk Spd because buffs to speed and resistance are unnecessary; 44 speed is already enough, especially with buffs such as even speed wave and boosting Karla's resistance is nigh useless on a Player phase set. The Def buff from Brazen Atk/Def remedies Karla's middling defense which allows her to survive a singular hit. Therefore, against any Melee unit she fights and Doubles, the fight looks like this. Assuming she's using Dragon Fang and she's already under 75%, Karla(4) -> Vassal's Blade (3) -> Wrath (2) -> She attacks (1) -> counter (*) -> Dragon Fang. Also, Ares's Demotion has greatly increased the skill's availability, making it easily accessible from a 4 star hero.

If consistency appeals to you, another option is Sturdy blow. This gives her a +4 buff to Atk/Def during initiation which means it isn't reliant on Thresholds.

B: Karla has a native Wrath which is borderline the best B-skill in the game aside from Bold Fighter. It synergizes very well with the Vassal's blade stacking cooldown reduction and with Brazen Atk Def. With Wrath, Karla can use Specials like Dragon Fang, Astra, and Aether without running Heavy Blade seal. It is by far one of the best options she has.

C: Karla's native Even speed wave brings her speed to 50 on even turns, a number that almost ensures a double on virtually any opponent sans people running either Wary Fighter or Swordbreaker. It also heavily contributes to her Vassal's Blade's Damage potential. However, this skill can be used for support skills like Drive Speed or Atk Tactic.

Seal: Phantom Speed essentially adds 7 damage to all of Karla's attacks. By increasing the consistency of the Vassal's Blade's activation, it makes it a better option than Attack seal. Quickened Pulse is another option that can speed up cooldown to run certain specials without the use of infantry pulse.
Pen.png Creative
Hero Feather Darkened.png High investment
Click to show/hide build description 
This is a build I came up with when trying to decide how to best use Legion's Axe+. It only applies Panic after he attacked, so he would still take full damage from any counter...unless he can't be countered. The basic idea of this build is for Legion to attack an enemy without being counterattacked, causing Panic to that enemy if it survives and to any nearby enemies, allowing your other team members to swoop in and wipe them out or alternatively take out select units and move Legion out of enemy range then repeat the process.

The Weapon is Legion's Axe+ with a Speed refine since he needs plenty of speed for this to work consistently.

The Assist is Reposition for mobility or Ardent Sacrifice for if you want to set up Brazen Atk/Spd without getting hit.

The Special is Moonbow due to the low cooldown since he won't be able to charge it well.

The A passive was tricky to decide. I decided on Brazen Atk/Spd 3 since it gives the highest bonus to his main stats at the cost of some health. Swift Sparrow 2 is another good option since he's a player phase character. Of course Death Blow 3 and Darting Blow 3 are good options as well for a more budget build or if you really need one stat boosted. Another option I considered was Flashing Blade to charge his special faster at the cost of not boosting his attack or speed.

The B passive is Windsweep 3 so that most melee units can't counter him, with Watersweep 3 being the backup for dragons and Close Counter magic users.

The C passive is Atk Smoke 3 to further lower attack of nearby enemies, though this one is fairly flexible. Another option is Panic Ploy 3 for if you want to make use of his high health to Panic further away, however it won't work well with the Brazen since he has to take a hit to his health for that.

The seal is Phantom Spd 3 in order to ensure the enemy won't be able to counterattack since it will activate due to Windsweep or Watersweep.

Metacat8 (talk) 04:24, 19 July 2018 (UTC)
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.
Pen.png Creative
Hero Feather Darkened.png High investment
Death Blow W.png Forblaze (Skill)
Icon Skill Assist.png Flexible
Stats: +Atk/-Def or Res
Click to show/hide build description 
I made this build because I wanted to find a unit who could really use Phantom Speed to its fullest on a more common unit than Mia or Arya. With Lilina's Forblaze enhancement and her demotion to the 3-star pool she became a prime candidate. Life and Death, Watersweep, and Phantom Speed 3 work together to make a player-phase nuke that is truly a unit to be feared. This build hits for only one less attack than the standard Death Blow build that is quite common in arena but with the added benefit that if she fails to secure the kill (which is rare), she won't get hit with a counter. With Life and Death boosting (a neutral speed IV) Lilina to 30 speed, Phantom Speed 3 means a unit would need 39+ speed to be able to counter Lilina's attack. Attack Smoke also debuffs anyone nearby, which negates the loss of Res drawback that Life and Death imposes. It also helps teammates follow up after she's taken down the biggest threat on the team. Glimmer's low cool down is crucial, as Watersweep prevents her from doubling and adds a massive boost to her attack. The only thing she fears are high res and/or Triangle Adept Blue units with this build.
Pen.png Creative
Orb.png Very high investment
Click to show/hide build description 
This build is designed to boost Linina's powerful attack while also preventing counterattacks from tankier magic enemies or magic enemies with vantage; this is accomplished through the use of Watersweep and the Phantom Speed seal to greatly reduce the risk of enemy counterattacks. An upgraded Forblaze will allow Lilina to take out tankier opponents by reducing their resistance and boosting her attack during the player phase. Glimmer/Draconic Aura will give boosts to Lilina's damage output (Glimmer is preferable because it charges faster and her attack is high enough to consistently deal large amounts of damage). Swift Sparrow/Life and Death will give boosts to both Lilina's already powerful attack as well as her speed to boost Watersweep's odds. Odd Attack Wave will grant a large boost Lilina's notorious attack, while Threaten Speed will make it easier for Lilina to prevent counterattacks by reducing enemy speeds.
Pen.png Creative
Stamina Potion.png Chain
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
This build mainly focuses on Luke using his brave sword to do as much damage as possible, without taking any damage, at a resonable price. Windsweep will protect follow-up attacks, Brave Sword will allow him to double with Windsweep, and Death Blow will grant him more damage while attacking. Hp +5 seal can be used to make use of Panic Ploy, or Phantom Spd 3 to make Windsweep more viable.

Other builds using this skill