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Spd Smoke/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
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
i was bored
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Speed Plus W.png Rauðrowl+ (Spd)
Stats: Neutral
Click to show/hide build description 
Canas' only really outstanding stat is his solid 33 res, but even that gets outclassed by free units like Arvis with his higher res and better ploying ability. To that end, building around Canas' Owl tome is my favored way to build him. Rather than positioning to get the most out of his Owl tome, it's far more efficient to have him use the B-slot teleport skills to get a consistent +7/+7 from Atk/Spd Bond. With a +spd refine, Canas will reach a workable 50/38 offensive statline while adjacent to just one ally. If you're on a budget, Fury in the A-slot is a good alternative for a bit less power, or for even more power if you put Atk/Spd Bond in his seal slot. Either way, Canas also makes for a decent splash on mixed flying teams that run Guidance and lack a red mage.

Based off of his statline, Moonbow is probably the best choice for a Special Trigger, giving a little extra oomph on a low cooldown. If you opted to go for a build with Fury, Iceberg can add 18 damage if you think the extra turn is worth it.

As a result of teleporting around, Canas' C skill should be built to support your other units. Smoke skills are a well-rounded choice, and Breath of Life is an option for Chain Challenges. Spur skills can be used in conjunction with Draw Back to support your enemy phase units.

For seals, you've got options depending on which phase or mode you want to build around. Smoke is a great option, as can Hardy Bearing if you've accidentally fallen into the trap of a gimmicky vantage build in the arena. If you'd like, Spur Def/Res, Breath of Life, or mixing Smoke skills can be used as both a seal and C skill tailored to whichever mode you're playing.

This build isn't necessarily here to make Canas the strongest unit out there, but rather it's to give one of my favorite characters a unique niche in an overpopulated pool of free red mages.

76.104.24.29 01:38, 16 January 2019 (UTC)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Through the use of either Flashing Blade or Heavy Blade and complementary skills to help Celica's performance, she can properly use a 5 charge Special like '"`UNIQ--item-352--QINU`"' or '"`UNIQ--item-355--QINU`"'.

Weapon: '"`UNIQ--item-358--QINU`"' is Celica's weapon of choice. It grants her a +4 boost to all of her stats at full health, boosting her overall combat performance, giving her very high offenses and pretty decent bulk to help her take a hit better.

Assist: '"`UNIQ--item-361--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-364--QINU`"' is Celica's Special of choice. Provided that she meets the stat check of her Seal, and if she exchanges blows, she can activate this after her first round of combat and can move again, either catching another foe off guard, or retreating to safety. Alternatively, '"`UNIQ--item-367--QINU`"' can be used instead to help improve her sustain. Under the same conditions, Aether will be charged for her next round of combat, which will allow her to recover from any injures she had in her first round of combat, provided she chooses the appropriate target.

A Passive: '"`UNIQ--item-370--QINU`"' is chosen as Celica's A skill. It ensures that once she's injured, she's not down and out of the fight just yet, as she'll have a solid +7 Atk and Spd to help her outspeed and overpower her opponent, as well as helping her meet the stat check of her chosen Seal. This way, whether she's at full HP or she's injured, she's going to have heightened stats somehow.

B Passive: '"`UNIQ--item-373--QINU`"' is Celica's B skill. If she gets injured enough, any follow up attack will be performed consecutively, allowing her to dispatch of enemies before they have a chance to react, pairing perfectly with her A skill.

C Passive: '"`UNIQ--item-376--QINU`"' is an option for Celica's C skill. After attacking, any foe near Celica's target will suffer a Spd debuff, which can be taken advantage of. Other Smoke skills are a good option as well. '"`UNIQ--item-379--QINU`"' will instead cause an Atk debuff, which can help Celica or her allies take hits or exchange blows a little better. '"`UNIQ--item-382--QINU`"', while more elusive, will allow Celica or her allies to slay a weakened foe. '"`UNIQ--item-385--QINU`"' can also work for some chip damage, although the player should be wary about setting off any skills that depend on an HP threshold like '"`UNIQ--item-388--QINU`"'.

Sacred Seal: '"`UNIQ--item-391--QINU`"' or '"`UNIQ--item-394--QINU`"' are Celica's Seals, and are what's necessary for this build to work. If her Spd is higher than her foe's (when using Flashing Blade), or if her Atk is higher than her foe's (when using Heavy Blade), then Celica gets an extra Special charge with her attacks. This is needed to activate longer charge Specials like '"`UNIQ--item-397--QINU`"' and '"`UNIQ--item-400--QINU`"'. The choice of Seal is up to player preference, and both Celica's weapon and her A skill will help her meet the stat checks that she needs.

- CV (talk) 01:33, 19 July 2018 (UTC)
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
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
I use him on a mixed team of L!Hector, Def Tactic 3 Ike, and Res Tactic 3 S!Tana. Each feed Tactics to the other allies who need it more (Ike has plenty of Def, Tana has plenty of Res, Ephraim has way more than plenty of Atk). DC grants +4 Cooldown (thanks to guaranteed follow up and heavy blade... Since I doubt he'll fight anyone with more than 58 atk) so a single attack from an enemy sets up Aether. Solar brace in combo with that heals %80 of damage done, and that damage is ignoring 50% of the enemy's defense. Considering Ephraim has plenty of HP, it's unlikely he'll lose to a ORKO, and will heal himself fully (or almost) on the retaliation Aether.
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

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
This build capitalizes on her strengths while boosting her weaknesses. You might be wondering why '"`UNIQ--item-567--QINU`"' for her special? Well put simply when combined with her weapon it is more useful than '"`UNIQ--item-570--QINU`"'. Her Res unless you make a build to buff it gives her a 28 attack boost. Since her weapon targets the lower of the two defensive stats however its more likely you will be dealing low defenses. Against a target with 25 def or res she will deal around 60 dmg compared to about 50 using '"`UNIQ--item-573--QINU`"' and this gap only increases the lower the enemies defenses are. The only point in which '"`UNIQ--item-576--QINU`"' does become more powerful is when dealing with an enemy who has both a defense and resistance value of over 32 or higher, but since that is rare, '"`UNIQ--item-579--QINU`"' will be more useful most of the time (combined with the fact that her weapon will reduce enemy defenses). This build even allows her to OHKO a full HP Hector with Astra! She will make short work of most units and the debuffs from her weapon and Speed Smoke 3 will ensure the rest of your team can make short work of any remaining enemies; while remaining safe from counters due to Attack Smoke 3. I recommend having a unit who can boost her attack power even further as it is one of the only remaining places she is lacking. Something like Drive Attack 2 or Hone Attack 3 is recommended to give her maximum attack value to finish off her targets in a single attack while debuffing remaining enemies.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
At +10 merge her stats are 40/49/48/14/34. 49 Atk and 48 Spd hitting the lower of Def or Res on just about anyone is devastating, so I tossed in Atk/Spd Link to bump that to 54/53 just in case you're shooting at a +10 Karla or someone else ridiculously fast.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Remember when Felicia was the ultimate dragon bane? Well ladies and gentlemen, she's back. Mystic Boost offsets Fury damage while protecting her from her abysmal Def ruining any chance of attacking an enemy with lightning breath or anything else that deals damage by "the lower of Def or Res," while dealing it out herself. Welcome back to the arena, Felicia.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Nidhogg W.png Nidhogg (Skill)
Icon Skill Assist.png Flexible
Icon Skill Special.png Iceberg / Flexible
Stats: +Spd/-Def
Passive Icon A.pngAtk Spd Bond 3.png
 Atk/Spd Bond 3 / Flexible
Passive Icon C.pngDef Smoke 3.png
 Def Smoke 3 / Flexible
Passive Icon S.pngSpd Smoke 3.png
 Spd Smoke 3 / Flexible
Click to show/hide build description 
 
Pen.png Creative
Hero Feather Darkened.png High investment
Click to show/hide build description 
Why would you desperately want to create an offensive build for a unit that can't deal damage to save his life? In the wake of Generation 3, Jakob's BST and balanced stat spread has not been meaning anything for a long while in the realm of offensive Fire Emblem. Dagger units, however, reign supreme in debuffing, so let's make Jakob's build debuff-focused. He can absolutely afford to do that since trying to salvage his offensive capabilities is usually a fruitless effort, so he's not really sacrificing anything in the first place. This build relies on him getting a fully supportive role, so he literally only needs Speed to function. After his attack, Jakob's allies can begin to clean through the debuffed opponents or reposition him out of the way in the case of a more enemy phase-oriented team.

The trick of this build relies on most daggers having essentially both Def Smoke 3 and Res Smoke 3 built in them with the nifty advantage of affecting the targeted unit too. Adding Atk Smoke 3 in the C slot and Spd Smoke 3 in the Sacred seal essentially causes a mass debuff in all of the nearby foes' stats bar the one initiated on, with a whopping 28 ticks of debuff in total. One would say this is a poor man's Peshkatz, but if the ally team is already enjoying field buffs in the first place, the effect can be devastating.

Watersweep ensures that magical and staff allies cannot counterattack, removing a sizable part of what can counter him on initiation in the first place. Alternately you can go for Windsweep to instead screw daggers, archers and DC physical melee's counterattacks, but it's not as commonly available.

Barb Shuriken is here to help his special be ready quicker so he can actually damage stuff every second attack. In order to ensure Watersweep's activation, Darting Blow makes its way in the A slot, the dagger is Speed-refined and his IVs favor Speed to make him reach a respectable 42 Speed on initiation. Reposition is Reposition.

This set dies to being initiated on, by the way. But hey, even so, at least you're using someone who knows how to rock the fabulous butler style - even if that means little in battle.

Oh uh if you're feeling seasonal you can also give him a Kagami Mochi it does literally the same thing. IS why

Miguling (talk) 21:25, 22 March 2019 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
This build aims to utilize Parthia's special skill weapon refinement in order to maximize Jeorge's mage-counter potential, while at the same time assisting the rest of his team in taking down the enemy. The +6 attack the skill gives during combat (against bow/dagger/magic/staff) along with the 30% damage reduction to the first attack (if in combat with a foe that uses magic) synergize nicely in the killing and surviving of mages. Although Jeorge is not the best archer among the Order of Heroes, this build helps make the most of his stat spread and weapon skill, and is versatile for different situations.

Draw Back and Reposition play into his assisting role; Draw Back can be used to prevent an ally from being attacked or just for positioning purposes, while Reposition can be used to take a front-liner out of a mage's range and, potentially, set up Jeorge in a position to counter-attack. Moonbow and Luna are the best special skill options as the defensive reduction helps secure the kill with Jeorge's average attack.

For the A skill, it depends on whether you want to take an offensive or defensive approach; both Mirror Strike 2 and Mirror Stance 2 grant +4 atk/res, but the prior is when Jeorge is the attacker and the latter when he is the defender. Both work great with the Parthia skill, giving him +10 attack when the opponent uses bow/dagger/magic/staff. Mirror Strike 2 is a good choice if you want to kill that one annoying mage, but maybe kill some fliers too. If your team could benefit more from a mage-tanker, Mirror Stance 2 would be the way to go (Death Blow 3/Warding Stance 3 may also be viable options, but given Jeorge's stats with mediocre res and attack, said skills could limit his survivability/killing potential, respectively).

For the B skill, Cancel Affinity 3 is useful when considering all types of mage builds; while the B skill could be worked around and adjusted if lacking a Mathilda/Innes, it is important to remember that this build's primary function is Jeorge as a mage-killer, and with him as a bow unit, the -raven tome + Triangle Adept combination is his greatest threat (mage-wise). Cancel Affinity 3 gives Jeorge the comfort and versatility to be used in most situations. Quick Riposte 3 is another option for defensive play, which allows him to follow-up attack speedier mages.

For the C skill, Breath of Life 3 can help heal up your team in long, multi-map scenarios, or even heal up that tank who took a bit more damage in a matchup than you would have liked. If going the defensive route, I do not recommend using Breath of Life 3, as most of your strategy should involve using Jeorge to bait out mages rather than initiating. Spd Smoke 3 works well both offensively and defensively; whether striking first and debuffing the enemy team or setting yourself up for the perfect counter-attack, it can help your team get an edge over the enemy.

For seals, you want to go with the one that is not already an IV boon. While some builds and units benefit from stacking one, this build stands to benefit from a little of both, given Jeorge's stat spread. Deflect Magic 3 is solely for countering Reinhardt and should be considered if you're building Jeorge more defensively.

If offensive, this build synergizes well with units that can increase Jeorge's mobility (i.e. Reposition, Guidance, Sing/Dance). If defensive, this build synergizes well units that can buff Jeorge's stats (i.e. Rally Attack Speed/Resistance, Hone Attack/Speed).
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment

A description has not been written for this build yet.

Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
Nothing revolutionary- simply a more expensive version of her Life and Death build, but with a better A slot to afford her what little breathing room; not sacrificing her already meager defenses.

While Ardent Sacrifice will always be the easiest way to get her going- with this build she can actually take a hit to get into Desperation range. While the Poison Dagger will always be fun for nuking infantry, it fails to take advantage of Kagero's brute force. With an attack refined Silver Dagger, Brazen active, and if you were lucky enough to get a Siegbert for Attack Tactic, Kagero can smack people around with 63 attack. To put that into perspective, that kills everyone in the game except Arden as long as she doubles, which is why we opt for the +speed IV.

Whether to go with the Silver Dagger or Kagami Mochi, it's up to you. Not everyone can or will kill a Takumi for this, but with the accelerated cooldown and the Heavy Blade seal, she'll be able to fire off a 3 cooldown (made 2, by mochi) special on every initiation where she doubles. With Brazen, her speed goes up to 42 (44 with speed refine), so she'll be able to double most anything quite reliably.

It's worth noting that, despite the HP boosts from refined weapons- Kagero's tiny HP pool means that Ardent Sacrifice is still enough to get her past Brazen/Desperation threshold.

Other builds using this skill