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Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Flying.png Flying

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

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Traits: +SPD/-DEF
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
Click to show/hide build description 
A build intended to maximize Azura's supportive skills as a refresher unit while also giving her some self-sufficiency when needed. Ivs Explanation: +SPD is taken because it greatly augments her survivability and offensive output. For banes a -HP doesn't hurt her much as it can be patched with a HP +3 seal and she shouldn't be facing much combat anyway; Because her defense is already crippling low the player can hit it instead of HP if wanting to preserve her general survivability. For A slot, Fury further augments her speed and gives her a valuable attack boost plus an improvement on her bulk,allowing Azura to fend herself if she absolutely needs to. Wings of Mercy gives her mobility to abuse the sing skill. Since she already provides buffs with her exclusive weapon(when sing is used), we are taking a Ploy passive for her C slot as the debuffs stacks with her weapon effects and also helps her individual performance; Atk Ploy exploits the enhanced resistance given by Fury to amplify Azura's support potential and her own survivability, as it will dampen the attack power of affected foes. Defense Ploy is an alternative to help improve her physical teammates' attack power(especially when combined with Urðr's effect) or her own offensive output. Otherwise the C slot is left as flexible for other skills that better benefit the player's team. Her default weapon is perfectly fine, as it has high might and gives the target of her sing support a powerful stat boost. Her special is Moonbow due to its high cooldown and Azura's low defense. For Sacred Seals HP +3 improves her survivability.--Bentermuler (talk) 06:57, 29 September 2017 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Traits: +Atk,+Spd/-Res
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
Click to show/hide build description 
Azura is one of the few dancers (singer) in the game, and not only is she a great supportive dancer, she also has the natural strength to kill red units.

To quickly explain the IV preference, +Atk and +Spd are never bad options. For banes though, we prefer -Res instead of -HP and -Def because if Azura ever takes any retaliation damage, it’ll most frequently be from a physical source of damage. We want to mitigate the risk we put Azura in at all costs, so it’s a much safer bet to reduce her Res as opposed to the other stats. Any IV set works with Azura though as she does her job regardless.

With an Atk/Spd stat of 31/33, she’s unable to handle common blues on her own and will have trouble surviving retaliation (provided these blues have high defense and high attack stats).Since she already has easy access to Sapphire Lance+ and is a blue unit herself, she can still fill the niche of killing reds though.

As a dancer you normally wouldn’t want her to be in harm’s way, so it’d be rare for her to engage in combat. This is what makes Fury such a strong candidate for her A slot. Although a lot of passives will work just fine for whatever you use Azura for, Fury gives her an overall buff in most of her stats. The usual downside to Fury is its chip damage, but that doesn’t matter too much because she’ll primarily be using Sing on a teammate instead of engaging in combat anyway. The attack boost from Fury is never a bad thing to have, especially when she wants to at least be capable of killing reds while Speed/Defense/Resistance are all extra layers of defense for if she ever does have to take a hit. Speed acts as a layer of defense because it prevents more units from doubling her; however, since it's providing only +3 to Spd, the same as her default passive Speed +3, it doesn’t help her double any additional red units. This leads into her B skill.

If Azura is going to be your primary and only red killer, she would most benefit from Swordbreaker 3 This is because certain key reds like Lucina and Ryoma don’t get doubled by Azura often, and will survive just one attack from her Sapphire Lance+. Forcing the double on the fastest of red units at the cost of her B slot is extremely efficient. Most reds, excluding the ones that have a very high defense/hp stat like Draug and Zephiel will flat out die to her double. Having Azura cover key threats like Lucina and Ryoma makes her a lot more powerful of a unit, though this is not necessary if you have other answers to these heroes. Thanks to Swordbreaker 3, she can even defeat merged sword units (eg. A +0 Azura can easily take on a +5 Lucina or Ryoma with Swordbreaker).

If you don’t need Swordbreaker 3, Wings of Mercy is a great option for Azura’s B slot. The ability to teleport to a unit to use Sing on them is really strong and makes Azura very mobile.

Her C slot is very flexible, but a buffing skill like Hone Attack/Hone Speed is strongly recommended due to the nature of this unit. Staying with/behind her allied units makes it very easy to buff your teammates with hones. Threatens shouldn’t be considered because she should rarely be in range for a threaten to take effect.

Her special is also flexibile as she will barely ever go into combat, but ideally you’d chose a low cooldown passive like Moonbow so that, if she does see combat, it will have a chance of actually seeing use and help kill an enemy vs. skills with longer charges. Other options include Escutcheon to add an extra layer of defense on top of what she already has.
Orb.png Very high investment
Click to show/hide build description 
This is what I consider to be one of, if not THE best build for Legendary Azura. This really needs little explanation; we all know what these common skills do, and I'm not going to insult anyone's intelligence by restating what can easily be seen by mousing over the skill name. The only thing that might not be obvious is that when a Dance passive is used alongside Azura's prf weapon, Prayer Wheel, the effect of that Dance skill is applied to every stat, so on this build, using Sing on an ally will grant them +5 to every stat instead of only defense or resistance.

If you don't have access to Guidance as a C passive, you can easily run it as the sacred seal and use Azura's base Atk Tactic in the C slot. If you do this you may want to consider running Torrent Dance in the B slot, which can be inherited from young Azura.

This build can be easily adapted to a flying team (provided you have the resources) by using Flier Guidance in the C slot, or Air Orders if you really want to splurge. Fortify Fliers with Flier Formation as the sacred seal is a good budget option for a flier team.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
Azura's builds are usually suited for support, with some killing potential through Triangle Adept 3.png Triangle Adept 3, but as a mage, young Azura has quite better offenses if assisted. As such, this build aims to take a more offensive approach.

For IVs, +atk is better suited for the one-shot potential, especially considering Azura's statline, while -def is to further dump her weakest stat, hopefully avoiding as many physical counters as she can.

Gronnblade+ is the star of this set, and it's chosen to bolster her relatively mediocre offense to plausible use. Moonbow is chosen as her special, as it lets her combat higher-res mages more effectively. she likely won't see as much combat as other blade nukes you might field alongside her, so the shorter cooldown is generally recommended. Dance is her assist, and is really the only reason you'd consider using Azura as a blade tome user.

Fury 3 gives her additional attack and speed, along with bulk, which may help her survive green nukes such as a Fury 3 Nino: Pious Mage buffed by Eirika: Restoration Lady and a fully-bladed Corrin: Novice Vacationer. And with Hones, she can stand to best Fury 3 Elise: Tropical Flower and Fury 3 Soren: Shrewd Strategist if they aren't +Spd nature or honed. Also to note, with this set, she can be able to KO Ike: Brave Mercenary if bladed up to 3/4/4/4.

Desperation 3 can let her KO these threats and others without the threat of getting KOed on a counter attack, while Wings of Mercy 3 bolsters her dancing utility by increasing her movement coverage.

Passive C is entirely flexible, but Hone Atk 3 is always an option, because she comes with it naturally.

Seals are flexible for the most part, but shoutouts go to Atk+3, Spd+3, and Quickened Pulse for boosting her offense, and HP+5 for helping her survive attacks from key threats such as most forms of Fury 3 Nino: Pious Mage and +Spd Fury 3 Elise: Tropical Flower.

While Azura's not the best blade tome user, she offers utility to separate himself from the rest. She exists as a backup nuke if you need it.

Steelux (talk) 19:14, 14 November 2018 (UTC)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Traits: Normalized
Passive Icon C.pngHone Spd 3.png
 Hone Spd 3 / Flexible
Passive Icon S.pngHone Atk 3.png
 Hone Atk 3 / Flexible
Click to show/hide build description 
- CV (talk) 17:39, 10 November 2018 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Traits: +SPD/-RES
Click to show/hide build description 
(This is an edit from my previous build) Barst is an under appreciated axe unit, seeing how he's outclassed by a lot of other axe units in the game. However, he still has a place for me and for other Barst lovers out there!

Barst has an offensive spread of 33/32 which is serviceable. For this build, you want a +SPD Barst, -RES is unfortunately his mega bane, so if arena scoring is important to you, then the next best bane is -HP. Because his RES is pitifully low, he is not meant to be in the range of any mage or dragon. Although his HP is high enough to tank a single hit, I would not bank on it.

His weapon of choice his the Giant Spoon+, this Wo Dao axe is absolutely perfect when combined with Wrath, he's get an additional +20 to his special if the conditions are met. If you do not have access to the spoon though, Slaying Axe works just as well. For his special, Glimmer is his best option (although Moonbow is also a viable option if you frequently run into high defense units). Bonfire is another solid choice since he has pretty good DEF, especially if you run Slaying Axe with him. As for the refine, SPD is the better option for him.

Fury is always a good skill, it'll bump up his speed even higher, as well as his other stats. Not only that, but because of the damage he'll be getting from Fury and from combat as well, he'll go into the Wrath range quicker. Wrath synergizes incredibly well with Giant Spoon+. +20 additional damage to specials is nothing to scoff at, even without the spoon, a special like Bonfire with an extra +10 damage can still do a scary amount of damage.

For his sacred seal, Speed +3 is highly recommended. With this seal, a +SPD nature, SPD refine weapon and Fury, Barst can reach 44 SPD unmerged and unboosted! That's a lot of speed for a simple woodcutter. You could also run Quickened Pulse to make his special charges even shorter, making him a very scary axe unit.
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Fury W.png Axe of Virility (Skill)
Traits: +Atk/-Res
Passive Icon C.pngThreaten Def 3.png
 Threaten Def 3 / Flexible
Passive Icon S.pngAttack Plus 3.png
 Attack +3 / Flexible
Click to show/hide build description 
- CV (talk) 17:27, 10 November 2018 (UTC)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
- CV (talk) 19:48, 15 August 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
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Traits: +Atk/-Def
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

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
Click to show/hide build description 
With the addition of Dragonflowers, and the ability to add to (eventually) improve all the stats of any infantry unit by 2, Bridal Caeda has the ability to act as a dedicated ploying unit, an incredibly fast nuke, and a Blárblade nuke all at the same time. While her build is fairly standard, it is, nonetheless, potent.

Icon Skill Special.png Iceberg both capitalizes off of one of Bridal Caeda's higher stats, and has a lower cost than Icon Skill Special.png Glacies, not even mentioning that it's in her base kit. However, Icon Skill Special.png Moonbow can be taken instead if one believes that the lower cooldown helps, though its viability is entirely subject to the resistance of enemies.

Icon Class Blue Tome.png Blárblade+ is Bridal Caeda's standard weapon of choice due to the fact that it can improve her shoddy attack power, though Icon Class Blue Tome.png Blessed Bouquet+ can be taken if this isn't an option. Keep in mind that if you do wish to take the latter, +Res should be considered, as it improves her ability to ploy enemies, her speed is already incredibly high, and the +Atk refine gives too small of a boost to be potent.

Fury 4.png Fury 4 is the crux of the build, giving Caeda +4 to all of her stats, making it easier to survive the first hit she takes. Plus, with it's 8 damage penalty, she can reach Desperation 3.png Desperation 3 range much faster, and when that happens, her high speed allows her to double a great deal of characters. Fury 3.png Fury 3 is a budget option, but it has a lower chance of pushing Bridal Caeda into Desperation 3.png Desperation 3 range, especially if her first combat is against a mage like herself. Still, having less after combat damage might improve her sustainability by a small amount.

Res Ploy 3.png <span title="At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions." style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Res Ploy 3 and Spd Ploy 3.png <span title="At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions." style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Spd Ploy 3 are very important to the build, and can both go into the C-slot and S-slot of Bridal Caeda's skillset. When she baits opponents into Ploy range, she effectively has a 34/42 base offensive stat line against those she can ploy. This not only makes her ability to kill things much more impressive, but it allows her to help other mages that would benefit from enemies with lower Res, such as Nino: Pious Mage, or Tharja: Dark Shadow, two units that, with their refines, can also support Bridal Caeda in return.

The main flaw with this build is that it relies on Icon Class Blue Tome.png Blárblade+, which, while allowing for a greatly increased offensive output, is also at the mercy of the Panic effect, as well as forcing Bridal Caeda to huddle around specific teammates to support her. If she's using the Icon Class Blue Tome.png Blessed Bouquet+, this isn't as big of an issue, and she can support alles better, but this comes at the cost of her attack, which, without Icon Class Blue Tome.png Blárblade+'s bonus, is incredibly subpar. She also faces competition from Lute: Prodigy, who has better Res and can carry an extra Ploy, and Saias: Bishop of Flame, who also has better Res and the ability to use more than 2 ploy skills. Still, it's one of Bridal Caeda's greater builds, and in the day and age of armor units with inflated stats, the ability to debuff, as well as improved survivability against Veronica: Brave Princess thanks to being both fast and highly resistant to magic means that she can somewhat stand out from her fellow Blue Tome bretheren.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
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
Build Icon Allpurpose.png All-purpose
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
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This set aims to take advantage of the Wing Sword's Flashing Blade refine, allowing Caeda to potentially activate Galeforce in one round. +Atk is recommended due to being a superboon and patching up Caeda's own poor Atk stat, but +Spd is an option to better guarantee Flashing Blade. -Def is chosen due to her Res being useful for baiting mages and for Defense Ploy. Reposition serves as a solid assist skill, made even better by the fact that Caeda is a flier. Fury gives Caeda extra power and durability and also allows for better use of Defense Ploy. Swift Sparrow, however, gives Caeda a bit more offense than Fury if one would prefer this to the extra bulk granted by Fury. Desperation allows Caeda to still serve as a solid Player Phase unit even after her HP has fallen, while Swordbreaker may help against other fast sword units like Ayra and Mia. Defense Ploy allows Caeda to take advantage of her high Res in order to boost her damage. Fortify Fliers allows Caeda to better support her teammates on a flier team. Attack +3 once again serves to help patch up Caeda's low Atk while Speed +3 can be used to assist in activating Flashing Blade. It is worth noting that, due to her Atk superboon, running +Atk with the Speed +3 seal is better than running +Spd with the Attack +3 seal.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Speed Plus W.png Wo Dao+ (Spd) / Slaying Edge+ (Spd)
Traits: +Spd/-Res

A description has not been written for this build yet.

Universal Crystal.png Medium investment
Click to show/hide build description 
184.103.70.244 10:25, 9 October 2019 (UTC)
Universal Crystal.png Medium investment
Click to show/hide build description 
184.103.70.244 10:27, 9 October 2019 (UTC)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Camillas Axe W.png Camilla's Axe (Skill)
Traits: Flexible

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
Icon Move Flying.png Flying
Traits: +Atk,+Spd/-Def,-HP
Click to show/hide build description 
- CV (talk) 17:12, 10 November 2018 (UTC)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build aims to leverage Camilla's strong physical bulk along with her good offensive stats to create a strong mixed phase unit.

Icon Class Red Sword.png Slaying Edge+ is the go to weapon for most defensive builds. Being able to reduce the Cooldown of a skill like Icon Skill Special.png Bonfire from 3 to 2 allows for a large increase of damage, as Camilla wil be able to get it off during every combat. The Spd refinement allows Camilla to avoid doubles, while enhancing her player phase as well in terms of fighting.

Icon Class Red Sword.png Kadomatsu+ serves as a budget option, as it is the native weapon Camilla comes with. This gives Camilla better supportive capabilities, but cuts into her kill power. Similarly, the Spd refinement is the most desired refinement.

Icon Skill Assist.png Reposition remains the premier movement tool, especially so on fliers. As a flier, Camilla is better to position herself to be able to perform powerful actions such as vaulting characters over gaps.

Icon Skill Special.png Bonfire provides 17 damage without buffs every time it activates, allowing her to turn many battles over the course of one combat. Having a 3 Cooldown special works hand in hand with Icon Class Red Sword.png Slaying Edge+. but Icon Skill Special.png Luna also is a strong option.

Icon Skill Special.png Glimmer is the choice of special if using Icon Class Red Sword.png Kadomatsu+, as it has 2 Cooldown, allowing her to utilize it in combat quickly.

Fury 3.png Fury 3 is overall the best A skill for defensive characters, as all of the stat boosts are helpful in terms of increasing her bulk in addition to her kill power. It is also a very cheap option in terms of Skill Inheritence.

Quick Riposte 3.png Quick Riposte 3 allows Camilla to duel faster units on the enemy phase while having the speed to avoid getting doubled herself due to her high speed. While Quick Riposte 3.png Quick Riposte 3 is optimal, Quick Riposte 2.png Quick Riposte 2 can get the job done on a budget.

Goad Fliers.png Goad Fliers and Hone Fliers.png Hone Fliers are strong options for flier centric teams, allowing Camilla to support her allies. If Camilla isn't used on a flier team, and Hone/Spur/Drive/Tactic can also be used in the C slot

Close Def 3.png Close Def 3 is the best Sacred Seal for her, allowing her to better tank high attack enemies during the enemy phase. Because Camilla will only be able to retaliate at a range of 1, this is the best A skill to run, as it will also let her better tank speedy Brave weapon users.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Speed Plus W.png Juicy Wave+ (Spd)
Traits: +Atk,+Spd/-Res

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
Icon Move Flying.png Flying
Click to show/hide build description 
With great 33/36 offenses, Summer Camilla can wreak havoc through the use of a -Blade+ tome and flier buffs.

Weapon: Icon Class Blue Tome.png Blárblade+ is the centerpiece of the build, amping up Camilla's damage output significantly after receiving flier buffs.

Assist: Icon Skill Assist.png Reposition is an all-around useful assist skill and suits Camilla better than most other options.

Special: Glimmer is the go-to special option for units with innately high damage output.

A Passive: Fury 3 is one part of the tried-and-true Fury/Desperation combo---boosting her base stats while also chipping her into range of Desperation.

B Passive: Desperation 3 is a crucial part to the builds of glass cannons like Summer Camilla, allowing her to successively strike twice before the opposing unit may counterattack once below the relevant threshold.

C Passive: Hone Fliers.png Hone Fliers or Goad Fliers are likely the ideal choices for Camilla and depend on team composition (do note, however, that Hone Fliers will ideally be wanted on another unit to provide buffs for Camilla's blade tome).

Sacred Seal: Flier Formation 3 is the suggested seal for Summer Camilla, increasing the effective area she can threaten, but a variety of other seal choices work as well---Speed +3 seal being another worthwhile choice.

As with all player-phase nukes, dancers (for this build, flying dancers) are a simple but effective way to up Summer Camilla's potential. Additionally, pairing this Camilla build with a straightforward way of dealing with high-res Greens is wise---notable partners being Elincia, Caeda, and NY Camilla, as they synergize well offensively while supplying more flier buffs.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Traits: +Spd, +Atk / -HP, -Res
Click to show/hide build description 
With 33/36 offenses, Summer Camilla has the most well-tuned stat spread of the current blue tome fliers to wreak havoc via the combination of a blade tome + flier buffs.

As with all player-phase nukes, dancers (for this build, flying dancers) are a simple but effective way to up Summer Camilla's potential. Additionally, pairing this Camilla build with a straightforward way of dealing with high-res Greens is wise---notable partners being Elincia, Caeda, and NY Camilla, as they synergize well offensively while supplying more flier buffs.

Weapon: Icon Class Blue Tome.png Blárblade+ is the centerpiece of the build, amping up Camilla's damage output significantly after receiving flier buffs.

Assist: Icon Skill Assist.png Reposition is an all-around useful assist skill and suits Camilla better than most other options.

Special: Icon Skill Special.png Glimmer is the go-to special option for units with innately high damage output.

A Passive: Fury 3.png Fury 3 is one part of the tried-and-true Fury/Desperation combo---boosting her base stats while also chipping her into range of Desperation.

B Passive: Desperation 3.png Desperation 3 is a crucial part to the builds of glass cannons like Summer Camilla, allowing her to successively strike twice before the opposing unit may counterattack once below the relevant threshold.

C Passive: Goad Fliers.png Goad Fliers or Hone Fliers.png Hone Fliers are likely the ideal choices for Camilla and depend on team composition (do note, however, that Hone Fliers will ideally be wanted on another unit to provide buffs for Camilla's blade tome).

Sacred Seal: Flier Formation 3.png Flier Formation 3 is the suggested seal for Summer Camilla, increasing the effective area she can threaten, but a variety of other seal choices work as well---Speed +3 seal being another worthwhile choice.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Traits: Normalized
Click to show/hide build description 
With well-rounded stats and a legendary weapon Icon Class Blue Lance.png Gradivus with built-in Distant Counter, Camus can effectively utilize a Fury + Vantage set like most DC users.

Essentially, Fury 3.png Fury 3 provides Camus with an all-around stat boost which helps to boost his offensive and defensive stats. This helps Camus not only not get one-shot, but the HP drain can also help push him into Vantage range.

As mentioned, Vantage 3.png Vantage 3 is his chosen B-skill which allows him to retaliate first when an enemy engages him while he's under 75% HP at max rank. This synergizes extremely well with Gradivus's built-in Distant Counter as without Distant Counter, Vantage becomes effectively useless (as ranged units can just snipe off Distant Counter-less melee units and vice versa). Thus, this is the reasoning for why many DC users opt for Vantage as it allows the unit to retaliate against any type of enemies (barring -sweep skills). Alternatively, due to Camus lacking IVs and his slightly lesser Atk and Spd compared to other more offensively-oriented units (but by no means bad Atk and Spd), he can also run Quick Riposte 3.png Quick Riposte 3, allowing him to counterattack twice regardless of his Spd. However, this is not recommended for endurance modes such as Tempest Trials or Chain Challenges without healer support due to Fury's HP drain and Quick Riposte's necessity to take hits.

Icon Skill Assist.png Reposition is his preferred Assist, which can be used to help propel an ally into the fray or get them out of danger. Icon Skill Assist.png Swap lets Camus switch places with someone instead, and is better used in tighter spaces.

His Special is Icon Skill Special.png Moonbow, used for its fast charge and defense piercing effect. Icon Skill Special.png Bonfire can also be used to add a more consistent amount of damage, but its charge is a bit slower.

This build shines more and is best used when Camus is on a Cavalry team as the offensive and defensive buffs he can receive greatly improve his survivability and KOs he can achieve. Due to this, his natural Goad Cavalry.png Goad Cavalry will suffice to help strengthen his allies.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Speed Plus W.png Rauðrowl+ (Spd)
Traits: Normalized
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)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying

A description has not been written for this build yet.

Hero Feather Darkened.png High investment
Icon Skill Assist.png Flexible
Traits: +speed,-def
Passive Icon B.pngEmpty Passive Icon.png
 Flexible
Passive Icon C.pngEmpty Passive Icon.png
 Flexible

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
Icon Move Cavalry.png Cavalry
Traits: +Spd/-Def

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
Icon Move Cavalry.png Cavalry

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
Brazen Atk Spd W.png Ragnarok (Skill)
Traits: +Atk,+Spd/-HP,-Res
Passive Icon A.pngFury 3.png
 Fury 3 / Flexible
Passive Icon C.pngSpur Def 3.png
 Spur Def 3 / Flexible
Click to show/hide build description 
Celica is a powerful red mage, thanks to her tome granting her great boosts to her Atk and Spd, especially when refined. She needs to be injured for her to take advantage of the effect, but this build is all about using the right skills to complement this effect.

Weapon: Brazen Atk Spd W.png Ragnarok is Celica's weapon. When refined, it grants +5 Atk and Spd during combat, but injures her for 5 HP afterwards. When given its special skill, Celica gets an additional +7 Atk and Spd during combat once she's under 80% HP, to a total of +12 Atk and Spd with just her weapon alone, as long as she's injured enough. This helps turn her merely decent offenses into something much more formidable, and this effect pairs perfectly with skills like Desperation.

Assist: Icon Skill Assist.png Reposition is chosen as Celica's Assist. Its uses are versatile, as she can either use it to bring an ally out of danger, or she can use it to propel an ally closer into the fray.

Special: Icon Skill Special.png Glimmer is Celica's Special. It is chosen for its fast charge, allowing her to activate it pretty often. It will add more damage to her attacks, which will help her secure victories against her opponents.

A Passive: Fury 3.png Fury 3 is the safest bet for Celica's A skill. It grants her +3 to all stats, but injures her for 6 HP after combat, which will stack with her weapon's effect. If her HP is low enough, this can even bring her straight into Desperation range after a single round of combat. The extra defenses will help her exchange blows just in case she needs that extra help to get into the necessary HP thresholds, while the extra Atk and Spd are greatly appreciated to help her deal even more damage. However, if the player is confident that Celica can exchange blows comfortably and activate the effects of her weapon and skills, then other A skills that augment her offenses should be considered. For instance, Swift Sparrow 2.png Swift Sparrow 2 provides a +4 Atk and Spd boost when initiating combat, while Life and Death 3.png Life and Death 3 provides +5 Atk and Spd at the cost of her defenses, which could either help her exchange blows against weaker foes and still reach her HP thresholds, but it could also make her more susceptible to stronger foes. Brazen Atk Spd 3.png Brazen Atk/Spd 3 is the riskiest, but most rewarding of her A skill choices, granting +7 Atk and Spd when she's sufficiently injured, which is the same as Ragnarok's effect, and will stack with it. While the other skills at least provide extra stats for her first round of combat, this skill does not, meaning Celica's stuck with just the +5 Atk and Spd boost from her weapon at full health. If the player is absolutely certain that Celica can reach the necessary HP thresholds, then this skill be active as well, stacking with her weapon's effect to an incredible +19 Atk and Spd.

B Passive: Desperation 3.png Desperation 3 is a great choice for Celica's B skill. Once Celica gets injured and gets going, Desperation will allow her follow up attacks to occur consecutively, meaning she can strike twice before the opponent can retaliate.

C Passive: Spur Def 3.png Spur Def 3 is an option for Celica's C skill as she comes with it naturally, as it can help augment the defenses of her allies. However, this skill slot is very flexible, open to be anything else the player needs. Some suggestions include Drive Def 2.png Drive Def 2, which would reach allies further away at the mere cost of only buffing Def by +3 rather than +4 for instance. Spd Smoke 3.png Spd Smoke 3 would help slow down nearby foes after Celica attacks, making them easier to double.

Sacred Seal: Flashing Blade 3.png  foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Flashing Blade 3 is Celica's Seal. With her A skill and her weapon, her Spd will be very high, allowing her to take full advantage of this skill and activate her Special on her second hit.

- CV (talk) 21:00, 16 October 2018 (UTC)
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Traits: +Spd,+Atk/-Res,-HP
Click to show/hide build description 
This build is for players aiming to use Celica right out of the gate, using mostly easy to obtain skills and keeping as much of her base skillset as possible.

Weapon: Icon Class Red Sword.png Beloved Zofia 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 exchange blows with melee opponents. She is injured for 4 damage after combat, but this can pair well with Fury 3 to stack the self injury effect and get into Desperation 3 range, should the player decide to use that skill.

Assist: Icon Skill Assist.png Reposition 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: Luna is an option for Celica's Special. She comes with it naturally, and it lets her puncture through tougher opponents. Moonbow is an acceptable option, giving up a stronger defense pierce for a faster charge.

A Passive: Fury 3 is Celica's A skill, chosen to help bolster her combat performance further by boosting all of her stats. The self injury effect from this and her weapon will work well with Desperation 3. Alternatively, Brazen Atk Def 3.png Brazen Atk/Def 3 could be an option to improve her physical bulk when she's injured, which also ensures that she'll have some sort of stat boost whether she's injured or at full health.

B Passive: Desperation 3 can be chosen as Celica's B skill, as it works well with her weapon and Fury 3's self injury. As long as Celica has Celica has neutral HP or a -HP bane, she'll be in Desperation range after a single round of combat, allowing her to strike twice in succession as long as she's fast enough. Should the player have a +HP Celica, however, she'll have to partake in another round of combat afterwards. Or, should the player feel like another skill is necessary, then this skill slot is flexible for other skills. Notably, Celica comes with Chill Spd 3, which lets her debuff a fast opponent's Spd from anywhere on the map, making it a decent supporting option.

C Passive: Hone Atk 3.png Hone Atk 3 is an option for Celica's C skill. She comes with it naturally, and it lets her support her team by buffing their Atk. However, should the player feel like other skills are needed, then this skill slot is flexible, open to be anything else, like other stat buffing skills.

Sacred Seal: Close Def 3.png Close Def 3 is an option for Celica's Seal, improving her melee bulk, while Speed Plus 3.png Speed +3 helps her outspeed opponents. However, this slot is flexible, open to be whatever the player needs. It could be a stat boost, or a stat buff to support her team, or anything to help her combat performance further. This is up to the player's discretion and team composition.

- CV (talk) 01:33, 19 July 2018 (UTC)
Orb.png Very high investment
Click to show/hide build description 
Fallen Celica's new refine is a bit of an odd one. It heals her, yet expects her to be at less than full HP to get the full bonus of her effect. Fortunately the fact that it always damages her at the end of combat can be paired with Fury to ensure she always reaches Brazen and Vantage range. Ardent Sacrifice can help her reach less than maximum HP range before initating any combat and Savage Blow can also be used to help her damage other enemies to activate the other condition for her effect should healing her become necessary for some reason. Atk/Speed Push is another option for her A slot for people who aren't on as tight a budget. Jotari (talk) 06:24, 11 July 2020 (UTC)
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This is a build thinking of chrom as an independent fighter, works very well with base speed but ideally it is better with ivs of spd to the maximum. It works especially well with S-support with her own daughter, lucina brave herald,she increases his attack speed and defense, making chrom a pretty competent physical tank. The one with fury and aether makes their life points constantly vary, which intersperses the performance of desesperation 3 and brash assault 3 and this makes especially fun to play with him.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Pulling a Chrom that was -Atk really made me think of useful niches that he could provide without his sky high attack stat. This Chrom build has a specific niche that only he can do: be an anti-dragon Galeforce unit.

IVs: -Atk is actually not that bad for Chrom. As stats go, he can't really dump any of them. His three stats that are super-banes (Spd, Res, and HP) are all very useful against dragons: -HP will result in definitely getting affected by Panic Ploy 3.png <span title="At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions." style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Panic Ploy 3, -Res will reduce his ability to take hits from them, and -Spd means he will be unable to proc Icon Skill Special.png Galeforce. -Def is reasonable, but it would be detrimental against Myrhh making Chrom unable to double her unless he had already taken damage. -Atk is still reasonable, leaving Chrom at a respectable 34, more than enough for what he's going to be doing. Additionally, -Atk can mean the difference of attacking once or attacking twice, which can determine whether he can charge Galeforce or not.

Weapon: The Sealed Falchion gives Chrom a notable 5 pt buff to all of his stats when his HP is below 100%, while also giving him dragon effectiveness. It is necessary for this build.

Assist: The advent of Chill Skills and the ubiquity of Panic Ploy makes Harsh Command much more viable in the meta, especially on Cavalry, where emblem buffs are a vital tactic. Alternatively, Icon Skill Assist.png Reposition is another assist that helps movement.

Special: Chrom can use Galeforce to hit multiple dragons on the same turn effectively crippling the opponents team. It is necessary for this build.

A: Chrom comes with Fury right out of the gift box. Making up for his bane in Atk or Def, it fixes his terrible resistance and makes him a bit faster. It also triggers his weapon's effect.

B: Chrom is bulky enough to use Guard well. He doesn't need a skill like Desperation 3.png Desperation 3 which B!Roy and Siegbert need to use, because he is much bulkier than those two and can take a hit, even from Dragons. Guard on the other hand, is much more useful to Chrom because he will be fighting Dragons, which more often than not, run Steady Breath.png Steady Breath. Guard will save him from eating a special, simply because it will prevent Steady Breath from working. This makes Chrom's fights against dragons much easier, improving his matchups against Nowi and other blue Dragons.

C: Cavalry teams need emblem buffs. Hone and Goad are arguably relatively more useful than Ward or Fortify. Goad Cavalry is notable because it triggers in an area around Chrom after he has attacked which can help his mates clean up after him.

Sacred Seal: Heavy Blade is an engine that enables Chrom to trigger Galeforce faster than normal methods. Chrom's Attack is high enough to proc it consistently due to Fury making up for his bane, and Cavalry buffs.

Good Teammates: Chrom appreciates support that allows him to remove two enemies safely. Healer support can be beneficial to Chrom, allowing him to be a bit more reckless. Mages help Chrom fight non-dragons with high defenses (Armor emblem). Notably, LA!Lilina [+Atk] with only Hone Cavalry buffs can remove Wary Fighter 3.png Wary Fighter 3 Effie using Icon Class Green Tome.png Gronnblade+, which is a huge service to Chrom.
Pen.png Creative
Dueling Crest.png Arena
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
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Niche: This Chrom is for my Robin: Fell Incarnation who is -Atk, so that's why he has Atk Tactic 3 - to boost Robin's Atk and to give my healer a little extra muscle..

Special: I'm thinking of giving Chrom Galeforce, but I will try that later.

Seal: Chrom has a 60 Atk right now, and a 23 Res. I wanted to make sure that he would withstand some Mages, so I gave him Fortress Res 1, which I will improve once I have the resources.
Pen.png Creative
Stamina Potion.png Chain
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry

A description has not been written for this build yet.

Hero Feather Darkened.png High investment
Icon Skill Assist.png Flexible
Traits: +Spd/-HP
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

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
Defense Plus W.png Carrot Axe+ (Def)
Icon Skill Assist.png Reposition / Flexible
Traits: +Atk,+Def/-Res
Click to show/hide build description 
Fury and Quick Riposte generally do not synergize between them, but with Carrot Axe equipped, Fury just deals 2 damage after combat, so Chrom will be in range of Quick Riposte for long time. With Close Def in the seal slot, Chrom will reach 41 defense in the enemy phase (or 44 with +Def IV), which will allow to tank most blue and green physical units. The prefered special is Icon Skill Special.png Moonbow for killing the foe in one-round. If your Chrom's IV is -Spd, you should use Icon Skill Special.png Bonfire instead, since you often will be doubled, so Bonfire will be charged at the second hit.
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium investment
Icon Move Flying.png Flying
Flashing Blade W.png Rhomphaia (Skill)
Traits: +Atk/-Res

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
Icon Move Flying.png Flying
Flashing Blade W.png Rhomphaia (Skill)
Traits: +Atk/-Def
Passive Icon C.pngSpd Ploy 3.png
 Spd Ploy 3 / Flexible
Passive Icon S.pngDef Ploy 3.png
 Def Ploy 3 / Flexible
Click to show/hide build description 
With the rise of Rhomphaia, Clair can return to the arena meta with the help of an armorslaying weapon. Even though she could use one before, her new unique weapon has a refine effect that allows this blue lance flier to take advantage of her mobility with the extra special charges.

The unique choices here are Desperation 3.png Desperation 3 and Icon Skill Special.png Galeforce. Due to Icon Class Blue Lance.png Rhomphaia's refine effect that acts as an extra Flashing Blade 3.png  foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Flashing Blade 3 effect, Clair can activate Galeforce on every engage, assuming she outspeeds the opponent. Due to the nature of arena's 4v4 matches, Clair can engage on a red unit that she can double, and survive the counter of, putting herself in Desperation range with the help of Fury 3.png Fury 3, which also provides her with the stat bonuses she needs overall. With Desperation, she can much more easily kill other armors, and have Galeforce partially charged for the next turn. Clair's single weakness in defense can be mitigated if she can find an engagement in which she comes out of with a kill and in Desperation range, although she might need buffs to do so.

The C and seal slots are generally used to bolster her potential even further, with the use of ploys to reduce enemy key stats with Clair's immense res. However, if running her with a specific team, these slots may be instead taken by other supporting passives. The benefits must be weighted against one another to ensure that Clair can still assert her dominance over red and blue armors.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Traits: +Atk, +Spd/-Def,-Res

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

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Defense Plus W.png Hama Ya+ (Def)
Traits: Normalized
Passive Icon C.pngSpur Def Res 2.png
 Spur Def/Res 2 / Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Yato W.png Yato (Skill)
Traits: +Atk,+Spd/-Res,-HP

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Yato W.png Yato (Skill)
Traits: +Spd/-Res
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

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
Click to show/hide build description 
Ultimate Husbando Corrin provides the ultimate support to his lover of choice. The primary feature which sets the build apart is the use of Def Res Link 3.png Def/Res Link 3 obtainable from the new latest Bridal Banner (of course, because he is the ultimate husbando). Together with his legendary Weapon refine Icon Class Red Sword.png Yato, S-Rank support, Spur Def Res 2.png Spur Def/Res 2 and a defensive aura seal of choice, Corrin can boost his partner's defensive stats up a whopping +18/+15 because their love really is unbreakable. The +6/+6 boost to offensive stats is nice too, and if you want you can switch out your C passives and seal to increase his offensive aura instead...after all Corrin is the master of all kinds of friendships.

You will ideally want your partner to run some sort of defensive enemy-phase build so that you can capitalize on Def Res Link 3.png Def/Res Link 3 effect. This also means that Corrin will be the one fighting on the front lines to prove his love and not hiding cowardly behind his lover because that's just not attractive at all. Have Corrin run towards the enemy bravely. You will find his +2 to all stats from Yato, Swift Sparrow 2.png Swift Sparrow 2 and high attack stat can kill many things, but sometimes he won't be able to kill...basically because he wants his lover to have some fun too! If this happens, have his lover run to him like in the movies, reach out lovingly and Icon Skill Assist.png Reposition him safely behind. This will activate both Def Res Link 3.png Def/Res Link 3 as well as ensure all adjacent buffs are active. Alternatively, if he can kill an enemy then safely Reposition him away from counter attack from the next guy. Afterwards they can share battle stories by the fireplace.

I would recommend Grima (F) as the ultimate waifu for Corrin - with built in Distant Counter.png Distant Counter, freedom of movement, moderately defensive statline and lack of colorless weapon-triangle disadvantage make her an ideal partner for this build.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Click to show/hide build description 
As one of the two 3 star available dragons, Corrin can be built quite effectively on a budget and is very ommon for merges.

Because one cannot lean on Steady Breath.png Steady Breath to provide damage, +Atk becomes extremely important in allowing Corrin to cut through enemies due to her low attack. However, if that boon is not available to you other boons such as +Def and +Spd are also acceptable alternatives. Because this build is focused on being a physical sponge, -Res is her optimal bane, though -HP is also acceptable.

Icon Skill Weapon.png Dark Breath+ is Corrin's native weapon and is usually sufficient if you're building her on a budget. However, if one can spare the fodder Icon Skill Weapon.png Lightning Breath+ is generally better, as it makes her much more flexible in terms of what targets she can bait. Generally +Spd is the best refine, but if one has a +Def Corrin doubling down on a +Def refine also works out very well.

Icon Skill Assist.png Reposition is a powerful assist for enemy phase tanky units, but other options such as dual rallies are also very strong.

Fury 3 is particularly important to Corrin, as she needs the boost to all of her stats. The Spd helps her not get doubled, the Def/Res are good ofr her bulk, and Corrin needs all the Atk she can get.

Alternately, if Fury 4.png Fury 4 is not available and one wants to make Corrin much more specialized, Triangle Adept 3.png Triangle Adept 3 allows her to easily stand up to red units.

Swordbreaker 3.png Swordbreaker 3 becomes the best skill to use if running Fury 3, as it allows her to easily deal with sword units and is fairly readily available.

If running Triangle Adept 3.png Triangle Adept 3, Quick Riposte 2.png Quick Riposte 2 is a good option for her, as generally Swordbreaker 3.png Swordbreaker 3 is overkll alongside TA.

Alternately, one can run Bowbreaker 3.png Bowbreaker 3 if units such as Brave Lyn are a problem.

Hone Atk 3.png Hone Atk 3 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, Panic Ploy 3.png <span title="At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions." style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Panic Ploy 3, or smokes, though they are much more expensive inheritance wise.

If one runs a breaker as their B skill, Quick Riposte 3 becomes the best Sacred Seal of choice, given that it's fairly easy to craft even on a budget. Alternately, another powerful seal that should generally be maxed out is Close Def 3.png Close Def 3, especially if you utilize Icon Skill Weapon.png Dark Breath+ and thus relying on Corrin to be a melee duelist.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
The point is simple: Get buffs, go out, kill stuff, profit. Bladetomes in X emblem are disgusting, and as Camilla teaches fliers can be powerful as horses. With stats tailored to her job, Corrin can double a lot of stuff. Add Desperation, as with any good glass cannon, Fury, to further fuel her offensive (AND defensive, since her HP is rather lackluster) stats and potential to reach Desperation range, and Savage Blow to soften the enemy up for subsequent attacks by Corrin's companions or Corrin herself. In case of Vantage units, simply target them first. In case of Hector, leave him for last and desp-kill him (Be careful to not trigger HIS own Vantage or you'll need backup, since he can one shot her unless full buffs and +hp or full buffs, neutral hp and +3 seal). IF Corrin's Moonbow didn't charge up, in which case everything she targets will simply be deleted. The ONLY mage you'll have to be afraid of is Merric since she can't one shot him, hence why you'll need a good red to cover her weak spots. I use a wodao +atk Caeda personally. In short, this Corrin is for killing stuff, not supporting. Difficult to play with, enormous reward if you master her. A true Reinhardt in the sky.
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium 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 
This build aims to counter the meta armored dragon units that have been released recently in the arena. The purpose of G duel infantry is to bring her up to the armored tier in general cases, fury brings much greater synergy to her as a unit by increasing all of her stats, and Chill Res 3 brings a great deal of synergy to her kit by increasing the possible rate of activation on the +3 to stats during combat, as well as the application of the two ploys. Aether is primarily there to boost her arena score, with glimmer being a good alternative otherwise. While her stats are not entirely outstanding, she has lethal on a good majority of all dragon units even without any buffs. Running Quick Riposte 3 allows her to be a more generalist a better deals with Lyn: Wind's Embrace, and Henry: Happy Vampire.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Dark Aura W.png Dark Aura (Skill)
Icon Skill Assist.png Flexible
Icon Skill Special.png Glimmer / Flexible
Traits: +Res,+Atk/-Def,-Hp
Click to show/hide build description 
Kricktdest (talk) 18:02, 30 April 2020 (UTC)
Universal Crystal.png Medium investment

A description has not been written for this build yet.

Pen.png Creative
Universal Crystal.png Medium investment
Click to show/hide build description 
Have fun.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry

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
Traits: +Atk/-Spd
Passive Icon C.pngInfantry Pulse 3.png
 Infantry Pulse 3 / Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

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
Click to show/hide build description 
Remember when Felicia was the premier dragon killer? Welcome back to it. Mystic Boost offsets Fury damage while guarding her from the typical dragon "lower of Def/res." I was going to put this build in Felicia's list, but that's too long. Have fun demolishing Nowi and Tiki again.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
With Sieglinde + Tactics ( + Rally Speed ) strong supporting power but also hence to quick riposte 3 and fury 3 and Moonbow ( which will be charged for the quick riposte counterattack ) good one shot against the first attacking target.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Click to show/hide build description 
Erkia's incredibly balanced stats along with her ability to benefit from the same stat boosts she supports her team mates with make her a deceptively bulky sword. Her great speed makes her hard to double, and her higher than average Res in particular means she has little trouble handling popular Dragon teams without necessitating a Falchion user, yet still being amazingly adaptable against other emblem teams too, thanks to her robust versatility. Due to the immense lack of weapons and abilities that are effective against Infantry units, you may be surprised how far Erika's bulk can take you if you invest in it. The refined Sieglinde is what makes Erkia such an amazing support unit, on top of a hard carry. All the support bonuses she provides to her allies have a drive bonus applied to her as well within two spaces of said units. This stacks on top of regular buffs she can get, pushing her defenses well into the 40s! Her Assist slot is flexible; use Reposition to maneuver allies around, or use a Rally skill for further mutual benefit. Erkia's Atk is her only middling stat, as such, Luna is the preferred Special skill to half the monstrous defensive stats of Dragons and even Armor teams. However Iceberg is another option that adds a flat benefit based on your Res stat. Fury 3 is a great A Passive to enhance all of her great stats even further. Being so bulky, the HP loss after combat is of little consequence. That being said, Warding Breath is an excellent option as well to better take a beating from Dragons and mage users alike while reducing her special charge in the process. Mirror Stance 3 has a similar impact only increasing attack instead of reducing special charge. Renewal 3 is what mitigates passive Fury damage rather well. With such great speed there is little need for breaker skills or even Quick Riposte, and on maps with defense tiles it is by far the most beneficial B Passive to have. Res Tactic 3 will boost allies Res by 6 as long as you have mixed movement and is a fundamental part of this anti-Dragon kit. As long as the ally is within 2 spaces, Erika receives the +6 buff to her own resistance as well, so she can shrug off Breath and Magic. For her Sacred Seal, Def Tactic 3 provides the physical beneficial equivalent of Res Tactic 3 and is the best for supporting the whole of her team. That being said, Close Def 3 is another option to take her close range defenses to the maximum.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Fury W.png Mystletainn (Skill)
Traits: +Atk,+Spd/-Res,-HP
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This build is for players who wish to use Eldigan right out of the gate, as he thankfully doesn't need the fancier, elusive skills to thrive. In fact, a lot of Eldigan's skills here are quite flexible, and he can work well with various options, which will each be listed in their appropriate sections, which will also help depending on which mode he's in. Generally however, these skills will help Eldigan thrive on the player phase, as they take advantage of the HP drain that Fury provides.

Weapon: Fury W.png Mystletainn is Eldigan's weapon of choice. It hastens the Special charge, and when given its special effect, it grants Eldigan the Fury 4 skill, boosting his overall stats but injuring him for 6 damage after combat. This helps improve overall combat performance, giving him extra defenses to take a hit, and more attack to assail his foe.

Assist: Icon Skill Assist.png Reposition 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. Cavalry units put it to great use with their high Mov.

Special: Bonfire is a good Special for Eldigan to use, as it works well off of his great Def stat. His sword will bring its charge down to 2, letting him activate it pretty quickly. However, other Specials can be considered depending on the player's preference. Icon Skill Special.png Draconic Aura is another good option as Eldigan will also have high Atk to take advantage of, and should he opt for Life and Death 3, then this Special will work well instead of Bonfire. Glimmer is another good choice, as its charge is so fast that he should be activating it every other attack at the least. If he's given the foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Heavy Blade 3 Seal, then high charge Specials like Icon Skill Special.png Galeforce or Icon Skill Special.png Aether could be considered, with the former letting him take advantage of an extra turn, or the latter to help improve his sustain should the player feel like not always keeping Eldigan in peril.

A Passive: Fury 3 is Eldigan's A skill. It stacks with his Mystletainn's effect, meaning he's basically got a free +6 to all stats at the cost of 12 HP after each round of combat. The goal of this build then, is to take advantage of skills that require the user to be in peril. Life and Death 3.png Life and Death 3 is an alternate option should the player wish to try and make Eldigan faster at the cost of his bulk, and it'll also make him stronger as well. He will lose out on the extra HP drain from the second Fury, but if he can comfortably exchange blows with an opponent, he should still be at low health for the skills needed for it, or his Mystletainn's Fury will eventually bring him down to 1 HP anyway.

B Passive: Desperation 3.png Desperation 3 is an option for Eldigan's B skill, which lets the user's follow up attacks to be performed immediately after if the user's HP is low enough. It pairs perfectly with the Brash Assault 3, and in an ideal scenario, Eldigan will be able to use this to strike twice and strike hard against many opponents before they can even react. Other options for the B skill slot include Vantage 3.png Vantage 3, as Eldigan will likely be at low enough HP, which can let him get the jump on an enemy. This could be effective, especially if there are no ranged enemies around and if Eldigan has a Special ready. While much more situational, Escape Route 3.png Escape Route 3 could be fun to try, which could let him warp around the map to either get back to safety more quickly, or to potentially surprise a foe.

C Passive: Fortify Cavalry.png Fortify Cavalry is an option for Eldigan's C skill if he's used on a cavalry team, letting him bolster the bulk of his cavalry allies. However, this skill slot is ultimately flexible, open to be any other buffing skill or any other skill, depending on the player's discretion and team composition.

Sacred Seal: Brash Assault 3.png Brash Assault 3 is Eldigan's Seal, which pairs well with Desperation 3 as his B skill. It lets him perform a follow up attack if he's at a low enough HP and his opponent can counterattack. With Desperation active at the same time, his follow up attack will occur immediately, and ideally, he'd be able to strike twice against an opponent before they can even react. As for other options, foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Heavy Blade 3 is a great option as Eldigan's Atk will be quite high, which can be heightened further with buffs. This will let him fire off his Specials faster, and with his sword already hastening the Special charge, he can make effective use of higher charge Specials like Galeforce and Aether quite well. Finally, one can never go wrong with simple stat buffs like Attack Plus 3.png Attack +3 or Speed Plus 3.png Speed +3.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Traits: +Atk,+Spd/-Def,-Res,-HP
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- CV (talk) 19:15, 9 August 2018 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Traits: +Spd,+Atk/-Def
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Blazing Durandal W.png Blazing Durandal (Skill) / Durandal (Def)
Traits: +Atk, +Spd, or +Def/-HP or Res
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If Eliwood has 26 Defense, Use with with Fury 3, and Even Def Wave 3, Also Refined Blazing Durandal should help when Eliwood Initiates combat. Total Defense: 26 + 3 + 6 + 10 = 45. It's very Tankful Idea. 107.77.208.210 22:15, 8 December 2019 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
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Eliwood's days of living in his son's shadow is over. He's finally gotten the reprieve he had long been waiting for.

Yes, Eliwood has a weaker statline than Roy, but he has one thing over Roy, and does it quite well. And that is being able to ploy enemies. That being said, this build is entirely similar to Roy's, but there are a few changes.

The chosen boon is +Spd. The reason why this is chosen over +Atk boon is to help Eliwood double a lot more enemies on player phase. With Fury 3, and Spd Ploy 3 in effect, he has the same effective speed as +Spd -Res Brave Roy with Swift Sparrow 2, the only differences being is better bulk overall (because of being able to utilize Atk Ploy 3 seal) and the ability to help teammates ORKO enemies more. The chosen bane is generally -def, but -hp is also acceptable if you wish to retain his defense. Do note that you may be more susceptible to Panic Ploy should you choose -HP.

Blazing Durandal is the bread and butter of this set, and is the reason why Eliwood's relevancy has been propelled. Reposition is generally a nice assist, and helps his teammates get back to safety.

Passive A is entirely up to personal preference. Fury 3 is more common and is the budget option, granting Eliwood what he needs, with the bonus of helping him proc ploys more often because of the Res boost. Swift Sparrow 2 is generally more expensive but grants more offensive coverage by potentially doubling more enemies, with the bonus of leaving his defenses intact. Life and Death 3 is not recommended on this set, as this reduces his ability to ploy enemies, which is the primary reason you should be using Eliwood over Roy. Desperation 3 helps him get around his weaker defense stat by potentially ORKOing enemies that would normally finish the job on him.

C Passive is Spd Ploy 3, and this is chosen over Def Ploy 3 because speed is generally more important. Doubling enemies is a big deal, and this helps charge your cooldown more because of Blazing Durandal's effects because you get to double more often. Atk Ploy 3 is chosen as his Sacred Seal so that he can trigger Blazing Durandal's effects easier. Eliwood can't really afford to forego one or the other, because this is what he really shines at.

Galeforce is chosen as the special, because this helps Eliwood clean up the battlefield by simply initiating against an enemy that can counter attack him, whether or not he finishes the job.

This is best used under cavalry teams, but unlike before, Eliwood can be a force on his own instead of relying entirely on cavalry buffs to be a threat. He's finally caught the break he's long been asking for.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
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1st of all this build is for player who got alot of Eliwood and dont know what to do with him.Well, i prepared two build that work quite well for him.1st Build i'mma talk is about how well can Blazing Durandal,Life and Death 3 and Wing of Mercy 3 Works on Eliwood.Eliwood can easily active Blazing Durandal Special Cooldown -1 with Life and Death 3 and with the Help of Sacred Seal Speed +3 he and can most likely x2 many units along with Cavalry Buff.2nd Build is based Fury 3 and Desperation 3 along with Sacred Seal Brash Assault 3 to work.In order to activate Brash Assault and Desperation Fury is a good Choice and it can be useful to deal with others Sword user that can counter atk.
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Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
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As a unit, Ephraim has much in common with Chrom; they share a Spd stat, and their other stats only differ by 1 or 2 points. Their weapons also facilitate support, Chrom's with healing and Ephraim's with buffs. Ephraim, however, has a niche in that he can concentrate on the supporting qualities of his weapon without dropping any offensive viability. Here's how to make the Restoration King earn his title.

Icon Class Blue Lance.png Siegmund is the obvious weapon of choice, boasting 16 might and a built-in Hone Atk 2. This gives Ephraim (And Eirika with her Sieglinde) the extremely unique niche of being able to buff every stat at once: 3 Atk with Siegmund, 4 with a Hone, and 6 from Rally Def/Res. Rally Defense and the Fortify Res 1.png Fortify Res 1 Seal provide the same effect, but that robs Ephraim of a Sacred Seal he can use for himself, and Rally Def/Res can be picked up off a 4 star Roderick. Pair Ephraim up with another unit who can take advantage of his Hones, and if Ephraim can't do something well, pass off his turn with Rally Def/Res so your ally can fight with both their strength. On a -blade tome user, this totals out to 16 extra damage, so high-damage mages like Lilina and Nino synergize well with Ephraim, moreso Lilina since she has great Resistance and can tank mages he can't.

Fury 3.png Fury 3 is the top skill of choice here. It makes Ephraim's statline rise to an impressive total regardless of his boon and bane. Most authors suggest a +Atk boon, but this only secures a few extra kills. +Spd Ephraim reaches 32 Spd with Fury 3, making him much harder to double and helping him double a few slower units, improving both lethality and durability far more than an extra 3 Atk. The +Atk Seal mitigates this difference, too. A -HP bane can be taken instead of -Res, making Fury a bit harder to work with in exchange for mages not being so crippling to him.

Ephraim's B passive depends on whether you value his player phase or enemy phase presence more. Lancebreaker 3.png Lancebreaker 3 helps him one-round other blues, piercing Effie's Wary Fighter and making his kill count soar higher, but Quick Riposte 3.png Quick Riposte 3 makes him very dangerous to approach without considerable bulk. Ephraim will always end up as a frontline unit, but the choice of B passive comes down to whether you prefer enemies to come to him or to have Ephraim approach. The choice of special is, again, dependent on which phase you expect to see Ephraim most on. Icon Skill Special.png Bonfire synergizes best with Quick Riposte's confirmed 3-4 actions and hits for a respectable 17 damage, while his default Icon Skill Special.png Moonbow works best with Lancebreaker's confirmed 2 actions and is simply icing on his incredible Atk.

This Ephraim is a jack of all trades without a clear weakness. He can only be doubled by dedicated speedy units, hits extremely hard, tanks physical hits exceptionally well, and even if placed in a situation where he can't function effectively, can pass someone else the torch and essentially give them Fury for a turn. If you need a lancer, a buffer, a physical wall, essentially anything that isn't tanking magic, look no further than the King of Renais.
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Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment

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Build Icon Alternative.png Alternative
Hero Feather Darkened.png High investment
Felicias Plate W.png Felicia's Plate (Skill)
Traits: +Atk,+Spd/-Def
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If you want to get some use out of a basic 5* or a merged 4* Felicia as an AA backfill without going overboard, +Atk or +Spd are the most desirable boons and -Def is overall the best generalist bane. Thanks to her new PRF, Felicia's Plate, she can tackle mages with ease, nailing them with a Glacies as long as she can double.

While I'm sure Budget Builders are probably tired of seeing Fury 3 recommended for the A skill slot, it's awfully hard to deny its 4* availability and positive net effect on her match-up spread. The recoil damage might be unappetizing at a glance due to her unimpressive HP total but being a specialist unit, it's unlikely she'll enter enough engagements on a given map for it to be an issue on top of typically taking little damage from her prey of choice.

For her B slot, Desperation is a fine budget skill although it's not the most reliable due to the Arena's rampant Spd inflation. Quick Riposte 2 is also worth consideration because while Felicia is fast, Arena mages are also fast—usually fast enough to avoid doubles unless Felicia is packing Speed Ploy, or carrying QR2. Finally Swordbreaker 3 is a very solid choice since most swords are fast and have low enough Res for her to kill with her Plate as long as she can take a hit.

The C slot is flexible as always. Hones, Spurs and Drive Spd are helpful team skills with 4* availability so as not to break the bank—such skills allow Felicia to bring at least a little something-something to the team in the process of or after eliminating her targets. Def Ploy is also an option thanks to her high Res, but it's a bit harder to come by despite being technically 4* available since it's only acquired from Arvis, a limited-supply GHB unit, at 4* rarity.

Reposition and Draw Back are suggested since they are relatively common skills that offer some important utility for the team. If Felicia isn't required to bait, she can instead make the best use her turn by assisting a teammate.

While this form of Felicia will do a superb job of killing mages, please note that even with all that Res, she is still susceptible to taking damage from enemy specials. The most notable example is Reinhardt, who commonly runs the Quickened Pulse + Moonbow to proc Moonbow on the second hit of his Dire Thunder, which can potentially inflict some serious hurt upon Felicia despite her 40 Res depending on Reinhardt's merge advantage and if he is honed or not. Running the Guard 2 B skill can avoid this, but this comes at the cost QR2 and a number of potential one-round kills vs. fast mages.

Distant Defense 3 is the best seal for this job, but it should be noted that it can be replaced by Attack (or Res) 3 seals without costing her too much if DD3 is already in use. The QR3 seal can also be used on her here if you wish to use a different B skill on her, such as a breaker.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
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Chances are if you're here, it's because you're interested in Felicia's Plate, her new PRF courtesy of the 2.2 version update. Besides inflicting the usual -7 Def + Res dagger debuff to the target and other enemy units within two spaces after combat, Felicia's Plate targets the enemy's lower defensive stat when calculating damage. This goes a long way towards making up for her pitifully low Atk, but that's not all. The Plate's "special ability" is a Steady Breath effect vs. opponents using magic that works on both the Player and Enemy Phase, meaning as long as she can double, magic-wielding opponents will be treated to a Glacies proc backed by her sky-high Res. Didn't expect that, didja?

Needless to say this opens up a lot of doors for Felicia. Many of those high Def opponents with low to middling Res who would have walled her before now are at serious risk of getting casually shredded by her Plate. While targets with mixed defenses will still pose a problem for her, this is great news. She'll still have to be wary of Distant Counter due to her low physical bulk, but there are way, way more heroes she can kill now.

Fury is a boring but straightforward choice of A skill that is legitimately one of her best overall choices. It fits her dual-phase nature and she's fast enough to actually good use of Desperation. She can run dual Ploys (I recommend Speed Ploy on her C skill and Atk Ploy on her seal slot) with her huge Res to round out a build that's surprisingly effective in general while also having some team utility on top of hard-checking magic users. Not bad at all.

There are other A skill options such as Swift Sparrow 2 or Distant Def 3, but the quibble is that those push you more towards either Player or Enemy Phase. On the other hand, a great B skill that's more reliable and valuable than Desperation is Guard, although it doesn't have the greatest synergy with Fury.

A very extreme option for highly merged and/or Summoner Supported Felicias is LnD3. At a glance it might seem counter-intuitive or at least undesirable to lower her Res but the exchange can actually benefit her Enemy Phase if you want to one-round as many things as possible. Crazy as it sounds, she has enough Res that giving up a bit in order to bump up to a higher Spd tier can be more useful to her. For instance, a +10 Felicia can run LnD3 and still make effective use of Speed Ploy to outspeed even mages like Nino while using her Sacred Seal slot for Distant Def 3 or a second Ploy. You'd need Guard 3 to survive stuff like fully-loaded +10 Honed QP + Moonbow Reinhardt, which isn't too bad since Guard is a great B skill for a fast, high-Res unit like Felicia looking to secure skills with her own special. Fury's stats-for-recoil trade is more overall preferable most of the time but Lnd3 is a solid option for giving her more firepower on her first engagement.

When it comes to scoring, the road tends to end in Aether for many units, but at least for Felicia it's actually a pretty solid choice with the Plate's special ability refinement since she can charge it up by killing a mage then dropping it on a melee opponent.

If not Guard 3 for her B skill slot, some other options are Cancel Affinity 3 depending on how much you hate TA3 Raven mages, and of course that old standby Desperation although Despo isn't as good in the Arena as it perhaps used to be due to how fast everyone is. Swordbreaker 3 can also let her stick it to fast sword units with low Res as long as she can survive the counterattack, although one must be wary of DC + Slaying + Glimmer builds without Guard.

For IVs, +Atk gains the edge over +Spd at high merges and in a team setting where she'll have access to various buffs.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment

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
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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.
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Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
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Here, Felicia can double ploy her enemies with her 38 resistance and hit (and usually double) whichever ends up lower. In this role, she also provides a huge amount of team support with her double ploys. This Felicia build is an invaluable member of any team who can cripple and kill anyone who isn't a bulky mixed tank, and even those will be crippled defensively for someone else to finish off anyway.
Hero Feather Darkened.png High investment
Icon Skill Assist.png Flexible
Traits: Flexible

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Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Traits: Normalized

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
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Fir becomes a potent force with her new weapon.

This build aims to leverage Icon Class Red Sword.png Nameless Blade on a budget by turning Fir into a close range duelist that can rely on fast Wo Dao activations in order to quickly output damage.

The ideal boon for Fir is +Atk, as it is a superboon patching up her base attack a more acceptable 29. Because you are running Fury 3, Fir will generally have more than enough resistance to ploy the targets that she needs to ploy. In addition, because you are focusing on melee matchups, and her resistance is already very high, -Res lets Fir have better times against otherwise marginal matchups.

Icon Class Red Sword.png Nameless Blade makes this build, as it allows Fir to patch up her abysmal attack by giving her a flat +10 damage every special attack, and giving her the minus cooldown effect so she can activate her special basically every combat.

Icon Skill Assist.png Reposition is generically one of the strongest assist skill, allowing Fir to move her allies behind her so she can tank the hit and then activate a special against them. However, other assist skills also work fine.

Icon Skill Special.png Moonbow is the best special for her given its low cooldown to synergize with the damage boost from Icon Class Red Sword.png Nameless Blade. When baiting she will immediately activate the skill, and with Wrath 3.png Wrath 3 she will immediately have it up for the next combat. Icon Skill Special.png Moonbow performs slightly better than Glimmer due to the latter not scaling off of the flat damage increases and thus being less effective due to Fir's low base attack, but either can work well.

Fury 4.png Fury 4 provides a cheap, effective way to increase Fir's bulk while also increasing her damage output. With it she can better duel melee units with only a small drawback.

Quick Riposte 2.png Quick Riposte 2 allows Fir to better duel tanky bruiser units by allowing her to always double on her first combat. This is especially important because the boon and weapon choice leaves her without much extra speed, making her speed tier okay for avoiding getting doubled but almost never enough to double enemies back.

Guard 3 is also a very strong skill on Fir, letting her initiate freely on dragons and punishing armor units reliant on specials. Another choice for a B skill is Swordbreaker 3.png Swordbreaker 3 or some other breaker. This allows Fir to diversify the threats she can check, but at the price of having slightly worse matchups overall.

Def Ploy 3.png <span title="At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions." style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Def Ploy 3 is a very solid C skill for Fir given her naturally high res. While it will not activate on res tanks, she will generally be able to OHKO them anyways due most mages having bad defense. This provides her with about 5 extra attack on enemies, in addition to letting her support her allies.

If that is too expensive, and Hone/Spur/Tactic also works well with her.

If Fir runs Quick Riposte 2.png Quick Riposte 2 then Close Def 3.png Close Def 3 becomes the best seal for her. Due to not having access to Distant Counter it is best to shore up her melee matchups, which Close Def 3.png Close Def 3 is very adept at.

If Fir runs a breaker as her B, then Quick Riposte 3 becomes the best seal for her, as having a source to reliably double initiated upon is important.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
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This build want to use the possibility of mix bulk of fir. At 5* w/ +def-res iv's she can get the same def and res stat and keep her hp, spd and atk at neutral. Since she can appear at 3* rarity merge is pretty easy on her and she can reach 35def/res w/ that iv's spread at +10 merge and reach 41 against melee unit during ennemis phase. since she gonna take some hit + the fury damage she can reach wrath range pretty easly and then charge up her 3turn Glacies and then hit for 50 to 70 damage w/ her special def ploy is her to do some damage on high def unit and then finish them off w/ glacies she can survive blue unit and kill them w/ glacies w/ that build but probably only after some merges that build is a really expenssive since he work well on +10 fir but it's pretty fun and if you run it in a mix emblem team w/ the def/res tactic combo she can just reach skyhigh def/res and benefit from her spd to charge glacies and kill. Since Saias is now live and can inherite spd ploy at 4* you can use spd ploy to deal w/ really fast unit like ayra for exemple pretty easly.
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Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
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In essence, Fjorm's base kit already is naturally strong. A Distant Counter Lance, a unique and very strong skill, Atk/Def Bond and Drive Atk giving her a strong ally support unit, and Shield Pulse to give instantaneous access to her unique skill. This build focuses on capitalizing on most aspects of that, while also giving variation if you feel necessary.

+Res or +Def give you enemy-phase capabilities that she otherwise lacks, letting her tank more hits from Swordies and Red Mages, while also choosing whether you want to be able to more reliably beat Lances or Blue Mages, as well as Nowi. -Speed has to be the bane, but if you're feeling lucky or aiming for a specific counter to mages, then a -Defense or -Resistance with a boon of the other is viable, since those two stats are still very high for an infantry unit.

Leiptr is the best lance for her, allowing her to fight against Reinhardt, Sanaki, and Halloween Nowi, as well as being able to counterattack Greens (and likely doing a bit of chip before dying to the stronger ones.)

Ice Mirror is an amazing skill, access to rapidfire damage resistance as well as increasing damage if she attacks after it procs (hint: enemy attacks you and on that first hit they activate it.) is awesome, alongside Shield Pulse to give you access to it at the start of the round. However, if defensive skills aren't your fancy and you prefer playing the more ballsy offensive role, Iceberg alongside Quick Riptose, with a +Res boon, lets you have mostly every other round of combat an extra 18 damage flying at your opponent's face. If you run +Def, and are close to an ally and activating Atk/Def Bond a lot, Bonfire also could be a strong option.

A and B slots are up to your choice; do you appreciate sustain and keep Fjorm next to allies for that nice Drive Attack bonus? Stick with her base kit with Atk/Def Bond 3 and Shield Pulse, letting her take brute force from targets to keep your other units safe. Like playing a tad more risky? Fury and Quick Riptose make a dangerous counterattacker that, while definitely carrying less sustain, immediately is a force to be reckoned with on enemy phase against Reds and most Blues not named Effie or buffed Gwendolyn.

C slot has to remain Drive Attack; a Goad that affects all allies is always appreciated. If you want to meme a bit, Threaten Attack also is viable to reduce the attacking power of opponents even further.

Seal slots can really be anything as well. Deflect Magic gives the highest survivability against Magic, notably Reinhardt's Dire Thunder and Rauðrblade units. Close Defense 3 with a +Defense IV makes killing her physically a true challenge with a weapon triangle disadvantage, with 39/39/40 bulk. Replace her A slot with Close Defense 3 from Joshua and that becomes 39/45/46, which makes Blues suddenly start having problems. If this is the case, definitely run Bonfire or Iceberg to get a taste of that beautiful +22/23 damage.


~ by Zoramine
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
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Right out of the box, Fjorm is comes almost fully equipped with what she needs to shine as a check to mages and red units. In addition to a weapon possessing distant counter, Fjorm boasts high resistance and excellent synergy between Icon Skill Special.png Ice Mirror and Shield Pulse 3.png Shield Pulse 3 to dominate combat against red, blue, and even some green mages on the enemy phase. A notable exception is Reinhardt, especially if he has Lancebreaker 3.png Lancebreaker 3 equipped, so players should rely on another teammate to counter him.

As Fjorm comes as a free unit to all players, she will appear most often with neutral IVs. However, if it is available, a +Atk boon is best, helping to increase her relatively low attack. Fjorm can safely sacrifice either defense or resistance in turn, since she has skills that make up for either bane.

Quick Riposte 3.png Quick Riposte 3 is by far the best choice for Fjorm's seal, as it frees up her B slot and bypasses her low speed, allowing her to reliably ORKO more enemies on the enemy phase. Other than this addition, however, Fjorm's default build is completely viable. Atk Def Bond 3.png Atk/Def Bond 3 works well with Fjorm, as being adjacent to an ally is easily fulfilled during the enemy phase and the bonus helps to patch up Fjorm's attack. Although her defense is already decent, the additional defense helps to reduce damage against faster sword units that may double Fjorm, improving her melee combat. An alternative choice is Fury 3.png Fury 3, which loses out on attack, defense, and sustainability, but increases resistance/speed as well as removing the adjacent ally requirement.

Shield Pulse 3.png Shield Pulse 3 goes hand in hand with Icon Skill Special.png Ice Mirror, as it allows Fjorm to pre-charge her special for her first round of combat against ranged foes. It also allows her to absorb and deal up to 5 additional damage.

Lastly, Fjorm's default C skill Drive Atk 2.png Drive Atk 2 works well as an easy to use, passive attack buff to her allies. Fjorm's high resistance also allows her to make use of Def Ploy 3.png <span title="At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions." style="border-bottom:0;text-decoration:underline dotted;cursor:help;">Def Ploy 3, which works to increase her own damage output as well as her team's.
Build Icon Alternative.png Alternative
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Traits: +Atk/-Def

A description has not been written for this build yet.

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
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Florina has one of the highest RES compared to other fliers and has slightly higher than average HP but lacks in mostly everything else. Fury 3 fixes this by giving Florina a buff to her less than average stats.

-HP IV is restored with the +5 HP from Refined Berkut's Lance+.

Berkut's Lance+ and Fury 3 gives Florina's ATK a boost with an extra 17 ATK to make her less than impressive base ATK stat viable.

With Fury 3 and Close Defense 3 Florina's Defense becomes slightly above average when attacked up close.

+SPD IV, Fury 3, and +3 SPD from Refined Berkut's Lance+ gives Florina a Boost to her speed. This allows her to not get doubled as often while allowing her to double units she shouldn't have been able to double. Threaten Speed 3 compliments this side of her. Florina can easily take advantage of Threaten Speed by positioning herself where the enemy will fall within two spaces of her because she is a flying unit.

Quick Riposte 3 makes Florina guarantee a double when she is attacked. Close defense 3 Seal, Fury 3 and +7 RES from Refined Berkut's Lance+ let Florina defend with an extra 16 RES to her already high Base Res Stat when attacked up close. This in turn makes her very efficient against Dragon units. She also becomes more of a Magic Sponge when attacked because of Refined Berkut's Lance+ and Fury 3, giving her an extra 10 RES when defending. Distant Defense 3 makes her a good Mage Counter but she won't be able to counter mage units with the extra RES she gets from the skill which means she won't be able to use the extra RES when activating Glacies.

Glacies lets Florina deal 80% damage of her RES which is about an extra 29-30 damage (with Fury 3). This is a bit more than half of a lot of unit's Health in the game. The damage output from Glacies increases when attacked because of buffs from Berkut's Lance and Close Defense.

Assist skills are flexible but I'd recommend Reposition because Florina is a flying unit. This allows her to potentially move units areas the map that normal grounded units can cross.

The only downfall Florina has is the fact that she will be losing 6 HP after combat without a way of personally restoring her own HP. So she will need help from the team she's in to survive longer or this can be solved by Summoner Supporting her. This gives her a good extra HP to spend and buffs to all of her stats.

~Donut_King
Dueling Sword.png Optimal
Icon Arena Defense.png Defense
Hero Feather Darkened.png High investment

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
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With the advent of the skill Chill Speed, Frederick is able to take a second look at the Spd superboon he has access to. Investing all the way into it with a boon, refine, and seal, he can hit a rather impressive 40 Spd if using Life and Death, or 38 with the alternative of Fury. A more traditional fast unit has more options in that they don't need to dedicate their B and S slots specifically to speed boosting, but the Polite Knight makes up for this with his sky-high defense stat granted to him by having a low true base Spd. Even with Life and Death, he comes out with 31 Def to his name; with Fury, it swings all the way back up to 39. Now quite difficult to double, he'll take physical hits great while also dishing out consistent damage with both a high Speed and Attack stat. For his special slot, Melon Crusher+ is a more expensive option that can help secure kills out of the gate, which can be especially useful against teams with multiple very fast units, something that will put a wall in front of his reliance on Chill Spd. In this case, Moonbow is the choice special, as a two charge. The more available Slaying Axe+ can also be used, allowing use of three charge specials; in particular, Luna pairs well with Life and Death, where Fury puts him in a fantastic spot to sport Bonfire instead.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Defense Plus W.png Wo Gùn+ (Def)
Traits: +Atk,+Def/-Spd,-Res

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
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The Dark Pontifex sports a usable but overall mediocre balanced statline, and so his plans for world domination instead revolve around his unique tome Imhullu, which damages and cripples physical foes on turn three. As such, Gharnef has two turns of preparation before he has to make the magic happen.

Fury forms the core of this build; the fourth-level version is ideal, and does exactly enough recoil damage to push him into Brazen range, until merges or flowers give him 41 base HP. The more accessible third level version can also work, however. The skill gives him decent defensive stats of 30 Def and 29 Res, and a base Spd of 38. Ardent Sacrifice can be used as an alternative method of lowering health, especially helpful in Aether Raids where at least one turn of approach is often necessary. This assist will also guarantee him Brazen range in the face of Duma's unique skill Upheaval.

As mentioned above, he uses his recoil damage to power himself with the seal Brazen Atk/Res. The Atk/Def variant functions about as well here, since the Atk is the primary focus and his gimmick is preventing counterattacks. As archers but not mages are effected by his no-counter effect, the Res variant is favored slightly. If a Brazen Atk/Spd seal ever comes out, that will function ideally. This helps patch up his middling attack stat.

Since he focuses most on his third turn, Odd Wave skills synergize perfectly for him. In lack of a Brazen Atk/Spd seal, Odd Spd Wave is the C-slot of choice to boost up his doubling potential to a more respectable level. If that seal ever does arrive, opting instead for the Atk variant would be preferable. Alternatively, if an ally can provide Spd support, more power is going to aid him more and the latter option is again superior.

His remaining slots are his most flexible. For B, his packaged option of Chill Atk functions respectably, as it is an additional punch to enemy units, fitting in well with his tome. More ideal, however, would the Res-debuffing variant of this skill. Moonbow is his special of choice, given his somewhat disappointing base attack. Given that he uses Brazen Atk/Res in his seal slot, Iceberg could be gambled on instead, hoping for an activation on the third turn (swap out for Bonfire if using Atk/Def). As he has two turns to charge special, various other options could be explored, including AOE, but these are going to be inconsistent in their application and so are not recommended.

Though this build is designed to allow Gharnef to punch through his enemies on the third turn with doubles, it can be subverted effectively with no required change into a support build, as he instead sends his underlings to pick off the weakened enemies. Ardent Sacrifice is a rudimentary heal, Chill Atk or Res is a debuff and so benefit the rest of his team as well, and Odd Wave skills work similarly but as buffs. His decent base defenses and choice of either a Def or Res boosting Brazen skill let him tank a hit or two with reasonable potential to avoid doubles. Don't think of him exclusively as an offensive or supportive unit, and instead of use him as either depending on how the match plays out.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Traits: +Spd/-Res
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Traits: +Atk,+Spd/-Def

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
Icon Move Cavalry.png Cavalry
Defense Plus W.png Slaying Axe+ (Def)
Traits: (+Def/-Spd)
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Gunter's statline leaves a lot to be desired, though when taking advantage of his one good stat in Defense allows him to slot well into a baiting position on a Horse Emblem team. Slaying Axe+ rolls back turns his Bonfire proc to a 2 turn cooldown, which gives him a massive hit at the end of a fight. Quick Riposte 3 is a must on Gunter due to his terrible speed and his preference for baiting melee units, giving him the ability to respond with a Bonfire immediately on the first turn. Fury 3 bolsters his middling stats, giving him the bulk to withstand a great deal of punishment with an effective 43 defense after weapon refines and before Horse Emblem buffs. Close Def 3 accentuates his strengths and makes him a hassle in melee fights while giving him the survivability to unload a Bonfire.
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
Icon Skill Assist.png Pivot / Swap
Traits: +Atk/-Spd

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Speed Plus W.png Armorsmasher+ (Spd)
Traits: +Atk,+Spd/-Res,-HP
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngAttack Plus 3.png
 Attack +3 / Flexible

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
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This build is for players aiming to use Hardin right out of the gate, using as much of his default skillset as possible, while also using fairly accessible skills. Thankfully, he already has some pretty great skills in his natural skillset.

Weapon: Icon Class Blue Lance.png Gradivus is Hardin's weapon of choice. With its built in Distant Counter effect, ranged opponents will have to fear a counterattack from Hardin, letting him stand up to fragile ranged units like mages and some archers.

Assist: Icon Skill Assist.png Pivot is a good Assist for any armour, letting the user jump ahead of an ally, helping them keep up with them as armours have poor movement. Icon Skill Assist.png Swap is another acceptable option that simply switches the user and an ally around, which works better in tighter spaces.

Special: Bonfire is Hardin's Special, chosen as it runs off of his high Def stat. This will add a considerable amount of damage to his attack when it activates, which can help secure the victory against tougher foes.

A Passive: Fury 3 is a solid option for Hardin's A skill. It is a generally good all purpose skill, and given that Hardin will be able to perform well on either phase, a skill that boosts all of his stats would be greatly appreciated. However, this skill will hurt his sustain, so in longer, more drawn out maps, either a healer will be required, or he could consider the alternative skill. He comes with Brazen Def Res 3.png Brazen Def/Res 3 naturally, which grants him a +7 Def and Res buff during combat if he is just slightly weakened, so if Hardin is not taken out in one round and has only suffered enough injuries to activate this skill, then he'll be even sturdier and harder to take down. Either skill will work just fine, with Fury 3 being preferred for improving Hardin's combat performance, but just be mindful of his health.

B Passive: Bold Fighter 3 is a fantastic choice for Hardin's B skill, as it's what gives him a fearsome player phase presence. He comes with it naturally, and it lets him perform a follow up attack as long as he initiates combat, while also granting him an extra Special charge. If he initiates against a foe, he can activate Bonfire in that round of combat.

C Passive: Ward Armor.png Ward Armor is an option for Hardin's C skill if he's used on an armour team, letting him support his fellow armoured allies and helping mitigate the damage they take. However, this skill slot is open and flexible, open to be whatever the player needs, depending on team composition and the player's discretion.

Sacred Seal: Quick Riposte 3 is Hardin's Sacred Seal. While Bold Fighter 3 strengthens Hardin's player phase presence, this Seal will help improve his enemy phase presence by letting him perform a follow up attack if he's attacked above 70% HP. He should be mindful of the HP threshold, but as long as he can tank the hits coming his way, his opponents will have to think twice before engaging Hardin.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Traits: +Atk/-Spd
Click to show/hide build description 
This build focuses on letting Hawkeye fight as a melee bruiser while having the HP to provide panic ploy support. Emerald axe adds to his tankiness vs blues letting him run axebreaker to allow him to fight enemy axes. Iceberg and glacies are recommended to give Hawkeye a strong burst attack after building the special up against a blue unit. Fury is a good universal bruiser A skill, but HP +5 can be considered to amplify his panic ploy supporting as he will need 5 more HP to debuff the more higher HP enemies. Panic ploy seal is used to super hit team by making the enemy buffs reverse making them easier to deal with.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Armored.png Armored
Icon Skill Assist.png Pivot / Swap
Traits: +Atk,+Spd/-Def

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
Click to show/hide build description 
Hinata, despite his low speed and awful resistance, can function as an effective red tank due to his acceptable attack stat, amazing defense and above-average HP. This build will take advantage of those traits while not requiring any heroes unavailable at 3* to be used in the process.

IVs: +Atk amplifies Hinata's already acceptable attack start to be more threatening, while +Def boosts his survivability and renders his specials attacks even more powerful. -Spd is used because Hinata's speed is beyond redemption, and Hinata can either nullify doubles with Swordbreaker 3, or allowing himself more with Quick Riposte 1. Be wary of -Res, as while it a complete possibility as is merely sacrifices a dump stat, it also leaves him more vulnerable to mages than before.

Weapon: Ruby Sword+ is his default weapon, and grants him a further increased advantage against green units, allowing him to survive green mages instead of dying through the triangle advantage and 1-shot them in return. it also allows him to hard-wall axes, rarely if ever taking more than 5 damage from them and likely killing them in 2 hits, in large part to his attack and defense stats.

Killing Edge is another option, inheritable from 3* Fir and Lon'qu, that allows him to make use of Ignis, a special that adds a staggering 29 damage to his attacks. This forces him to be very wary of all mages however, as any with 5 or more speed than him will likely kill him in 1 round of combat, irrespective of color. Yes, even Cecilia can kill you if you have a -Spd bane, though not -Res.

Assist: As a tank, Swap lets Hinata reach the frontlines in more situations than Reposition, while losing less ground (for better or worse), allowing him to solidify better positioning most of the time. If your team however is one full of Brave or Desperation asassins that prefer to peel themselves as faraway as possible from enemies after each kill, than it is much more useful to the team for Hinata to carry Reposition as is causes them to be further back from the fight.

It is entirely possible to give Hinata both skills and use Reposition in more situational teams, though Swap is easier to get as it can be gotten from the free or summoned versions of Stahl and Subaki, alongside 4* Seth and 3* Arthur, while Reposition is slightly more exclusive to 3* Barst, 3* Selena and three 5* units (2 of them limited units, the other Olwen).

Special: Bonfire is your Staple option, adding 18 damage to a hit on Neutral Hinata. Swordbreaker allows you to end a round against a Sword with it charged, while Quick Riposte 1 allows you to get doubled and unleash it on an enemy.

Ignis can be used with Killing Edge builds, and adds 29 damage instead, at the cost of the Ruby Sword effect forcing you to be more careful around even Green Mages. Ignis however is more 4* exclusive, coming from 4* Boey and Leon, and from promoting Henry from 3* to 4*. Meanwhile, Bonfire is easier to get, coming from promoting 3* Robin (M) and Tiki (A) to 4*.

'A Skill: Fury 3 is an amazing skill coming from Hinata himself that provides effective all-round bonuses to Hinata, boosting all his stats to avoid OHKOs. Because his speed stat is still low, the recoil damage is balanced out by the reduced damage taken since Hinata's is likely making use of the boosted Def and Res twice, not to mention that the recoil damage cannot quantify the effects of the Atk boost either. No other easy-to-get skill goes as well on Hinata, except arguably Trinagle Adept 3, provided you have a superior weapon to Ruby Sword +.

B Skill: Swordbreaker 3 allows Hinata to duel and double enemy sword units, dealing large amounts of damage to them in addition to his usual anti-green duties. It simply grants him more versatility both on Player and Enemy Phase against his usual targets. Quick Riposte 1, on the other hand, is meant to turn the tide of a battle once only and against any character by doubling them after getting doubled to activate Bonfire and eliminate a threat with no extra effort. However, a lack of Distant Counter to battle mages or Steady Breath to allow the use of Aether/Ignis simple renders Quick Riposte generally inferior to Swordbreaker 3 on this build, though still a sufficient and effective pick.

Should Red Tomes become more commonplace in Arena, R Tomebreaker 3 can be useful for surviving at least 1 round with a mage, especially useful on teams weak to magic, G Tomebreaker is a niche skill for surviving all Green Mages without the use of a Triangle Adept 3 effect.

C Skill: As usual in non-emblem teams, the C Skill is mostly flexible. Options exist like Hone Spd 3 and Hone Atk 3 for buff utility, as well as Panic Ploy 2 from the limited 4* Valter to cripple Blade tome mages. Note that Hinata due to his poor Res not just suffers against other Ploy skills, but cannot make use of their massive stage prescence as well.

Sacred Seal: Hinata's large HP stat can abuse Panic Ploy to cripple emblem teams and blade tome users, bolstering his tankiness against units that could otherwise 1-shot him through the weapon triangle. Deflect Magic 3 is amazing on Hinata due to his tendency to constantly get doubled and thus appreciate the second blow being massively blunted.

Overall, Hinata is a slow yet sturdy bruiser built to sustain several rounds of melee attacks. He's no armored unit, but with his statline, he sure can be just as tough as one.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png