Silver Lance+/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.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Speed Plus W.png Silver Lance+ (Spd)
Icon Skill Assist.png Draw Back / Flexible
Stats: Neutral
Click to show/hide build description 
This build mitigates one of Clive's biggest weaknesses: his low Speed. With this build, Clive will reach 37 Speed when initiating and 43 with a Hone Cavalry buff, allowing him to double and avoid being doubled by many, many more units than he would otherwise. This allows Clive to be a competent Player Phase unit, due to his high natural Attack. Ignis and Bonfire are Clive's Specials of choice, as they scale off his high Defense. Darting Blow + Desperation allows Clive to effectively wield a 15 Mt Brave weapon with no Speed penalty whatsoever once his HP gets low enough, further increasing his Player Phase presence.
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
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This build is centered around giving Donnel superior Defense and making him a wall for opposing melee units. After finally getting around to playing Awakening, I realized that Donnel is such a likeable character just wanted to show him some love in Heroes by whipping up a little build for him. So without further ado, let's get into it. First we have the IVs, of course we're going to want the boon in Defense, it's the entire point of the build, and Speed as the bane. Speed is recommended for the bane, since Donnel's Speed is already mediocre, he normally will not double most other common units as it is, he won't be missing it too much. Next for the weapon; I have chosen YS!Robin's lance, Deft Harpoon+ as Donnel's weapon here. During battle, it will grant him Atk/Spd/Def/Res+2 as long as his HP is equal to 100%, however, he will take 2 damage after the encounter if he does counterattack. Now, this lance is able to be refined, so we'll go with the Defense enhancement. Alternatively if you do not have access to this, Silver Lance+(Def) will also work fine, just without the stat boosts. Here we'll choose between the assist skills, which usually are up to personal preference. Reposition if you want to pull someone in front of Donell to the back of him, or Swap if you want him to take their place in a potentially dangerous situation, simple, go with whichever you'd like. Next, for specials, we have the standard Defense specials, Bonfire and Ignis. Personally I would choose Bonfire here for a quick and easy extra 20 or so damage every time it procs, though if you like to get bang for your buck, Ignis works just as well, albiet slightly slower. Let's get into the A slot passive now. We have a couple of choices here, while one may be better, the other is immensely more affordable. Steady Breath is the one we're looking at here, it will grant Donnel Def+4 when attacked, and further accelerate his special cooldown by 1 value, making this a great use for Bonfire and Quick Riposte, and meaning a special almost, if not every time he is engaged. As the alternative, there's Earth Boost 3. While it is exponentially more affordable and will give an extra two Defense to Donnel than Steady Breath, and may work alright due to weapon refinements giving additional HP, it simultaneously requires him to have at least 3 more current HP than the enemy at the start of battle. Not to mention that it won't accelerate the special. Alright, let's move to the B slot passive. While both of these are great, I'm going to have to go with Renewal 3 as the suggested B skill. Not only will this heal him by 10 HP every turn, it compliments Deft Harpoon by helping him out in attempting to restore his HP to 100% for the lance's stat buffs, moreover, this can also work with Earth Boost if you decided to use that. For the alternative, Guard 3. This will deny enemy units on gaining a special charge and potentially substantially injuring, or managing to kill Donnel with their special. A lot of "wall" units use this for that purpose, and although the enemy may still be able to gain charges through their own skills, this is still a good one to have.... Whew! Almost done! Finally, here we are with the seals. Quick Riposte 3 seal, that's my recommendation to you. This build is focused on having Donnel be attacked, and with Quick Riposte, he will be a guaranteed double upon counterattack, regardless of his lacking Speed. While it is not only extra damage, when used in conjunction with Steady Breath and Bonfire, as stated above, he's going to be activating his special a LOT more often. Not bad, but let's say you're using the Quick Riposte seal on another unit... That's fine, you can never have enough Defense, and that's where you can turn to the Close Defense 3 seal. Not much to say about this really, he's going to be taking even less damage if you use that. Anyway, that concludes the lengthy description of this build, hopefully you may consider using it, or just thought it was a good one. Cheers!
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.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry

A description has not been written for this build yet.