Sack o' Gifts+/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
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
Orb.png Very high investment
Icon Move Armored.png Armored

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.

Orb.png Very high investment
Click to show/hide build description 
With proper ally/summoner support, the arena buff, hones, fortifies, etc. Dorcas can easily reach over 50 Def and can peak in the 60's. H. Dorcas also has the single highest Atk in the game at 41 and can deal significant damage to most if not all units.
Stamina Potion.png Chain
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
110.55.1.131 08:32, 29 September 2019 (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.