Steady Breath/Builds

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These skill build pages meant to be used for general skill insight. As these pages are new and still in their infant stages, any suggestions and contributions to improve them are welcome. Feedback can be left on the Skill Build Page Feedback page.

Heroes with builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. The quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Defense Plus W.png Wo Dao+ (Def) / Fólkvangr
Stats: Neutral
Click to show/hide build description 
This build aims to make Alfonse into a more enemy phase physical brawler type hero vs. the other more player phase-oriented builds.

The main star of the show is Steady Breath.png Steady Breath which not only gives Alfonse even more bulk, but also allows him to charge his special more quickly. Thanks to this, Alfonse can make use of his solid Def and Icon Skill Special.png Ignis to provide huge bursts of damage. Couple this with Quick Riposte 3.png Quick Riposte 3 for the ability to counterattack twice for more special charges, and Alfonse becomes capable of taking out even a few blues who engage on him (eg. Catria, Tana, by the skin of his teeth, unbuffed Cordelia.

For his weapon choice, Icon Class Red Sword.png Wo Dao+ gives Alfonse an additional +10 damage when his special activates. This is mainly useful for picking up foes who would otherwise tank his QR counterattack damage (eg. Zephiel, Effie, and Subaki). Icon Class Red Sword.png Fólkvangr misses out on these tankier foes, but still provides similar and more consistent results thanks to its additional Mt (eg. On Player Phase without special, he can take out variants of Brave Lyn while Wo Dao+ fails to in some cases).

Taking Quick Riposte, however, does mean he dies to popular Moonbow-equipped Red Swords such as Ryoma and Ike. Swordbreaker 3.png Swordbreaker 3 can then be used as a tech option to handle these threats but at the expense of coverage against other heroes that QR provides.

Finally, for his assist, a positioning assist like Icon Skill Assist.png Reposition provides utility and mobility support for the team and is a strong option to take. His C passive is flexible and should be taken based on the needs of the team (although if cost is an issue, his default Spur Atk 3.png Spur Atk 3 can be taken).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
Arden is strong and tough, and with his peerless HP and Def stats, he can serve as a solid physical tank when given the right tools. The aim of this build is to play to these strengths by making him very formidable on the enemy phase. This is done by bolstering his Def to greater heights with Steady Breath, which would also help him fire off powerful Bonfires.

Weapon: Icon Class Red Sword.png Slaying Edge+ is Arden's weapon of choice. It is chosen for its great 14 Mt, but it also accelerates his Special charge, which would allow him to activate it more frequently.

Assist: Icon Skill Assist.png Swap or Icon Skill Assist.png Pivot both help patch up Arden's poor mobility, with the former switching places with an ally and the latter helping Arden jump ahead of an ally. Either one will help do the job in helping him move around the map.

Special: Icon Skill Special.png Bonfire is Arden's preferred Special. It runs off of his fantastic Def stat, and adds a great 22 damage to his attack with Steady Breath factored in. Thanks to Steady Breath and the Slaying Edge+ helping speed up his Special charge, he'll be able to fire this off pretty much at all times.

A Passive: Steady Breath.png Steady Breath is the perfect A skill for Arden. It grants him extra Def when he's attacked, which helps improve his enemy phase presence by beefing up his Def up to a whopping 45. More importantly, it also gives him an extra Special charge when he's attacked. If a melee attacker engages with Arden, he can withstand the hit and retaliate with Bonfire already charged, which will help him muscle through his opponents.

B Passive: Follow-Up Ring.png Follow-Up Ring is Arden's B skill, and is unique to him. This skill allows Arden to perform a follow up attack if he's above 50% HP. Any opponent that wasn't already destroyed by Bonfire will have to take another strike from Arden thanks to his skill. Wrath 3.png Wrath 3 is another option as Arden's B skill, and will instead beef up the power of his Special, and afterwards, Wrath will help charge his Special faster for him to use it again.

C Passive: Panic Ploy 3.png Panic Ploy 3 can be put to great use as Arden has a massive HP stat, allowing him to inflict the Panic debuff on pretty much any opponent except for opposing Ardens. Being able to deny an enemy's buffs and turn them into debuffs instead would help him withstand even more hits. Ward Armor.png Ward Armor is an acceptable alternative, as he is best used on full armor teams, so he can help support his team this way by helping them survive.

Sacred Seal: Arden has a few options for his choice of Seal, making this slot flexible. Deflect Magic 3.png Deflect Magic 3 can act as an emergency lifeline against Reinhardt and any other mages who can break through Arden through the use of Swordbreaker. Their first strikes will sting, but their second strikes will be mitigated heavily, allowing Arden to survive. However, they must be hit by Panic Ploy first to ensure that Arden will survive, as buffed mages will still decimate him. Should the player feel that Arden withstanding these mages to be unnecessary, then Panic Ploy 3.png Panic Ploy 3 could be used instead and Arden could run Ward Armor as his C skill, or he could use Defense Plus 3.png Defense +3 to maximize his Def and grant 2 more damge when Bonfire triggers.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Passive Icon C.pngEmpty Passive Icon.png
 Flexible / 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
Stats: +Atk/-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.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Something I made with the things I have Thebest20067 (talk) 23:06, 19 September 2019 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Passive Icon C.pngEmpty Passive Icon.png
 Flexible / 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 
This build is focused on doing heavy damage on enemie phase, with Steady breath and Slaying Axe+ Bartre's Bonfire will be aways up after he tanks an attack, wich allow him to one round KO a ridiculous amout of units (even some red units), since, if they survive the first hit there will be the QR attack (and another bonfire if they double).

The speed IV is there since you probably wont need more +3 def from the boom, but +4 speed helps a lot on avoiding doubles from slow speed mages like Lilina and Sanaki, wich can't kill you in one hit because of the great amount of HP, this HP is also crucial since it goes pretty well with Panic ploy.

Overall, the build is really good agains phisical enemies, with great kill potential, but, it may struggle a bit with magic and fast dragons.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
Much like the Sinister General build, this is another enemy phase oriented set, but it aims to use Wrath to strengthen Black Luna to even greater heights.

Weapon: Icon Class Red Sword.png Alondite is his weapon of choice, which lets him counterattack against almost any foe, regardless of distance. Not even mages and most archers will be safe from the Black Knight's wrath.

Assist: Icon Skill Assist.png Swap or Icon Skill Assist.png Pivot work as the Black Knight's Assists. Either one will work, as they do the job of helping the Black Knight move around, so just use whichever is preferred.

Special: Icon Skill Special.png Black Luna is the Black Knight's Special. It can pierce through most of an opponent's Def, allowing the Black Knight to do considerable damage to many opponents, which can even be further improved with Wrath. With Steady Breath, Wrath, and Quickened Pulse, the Black Knight just has to get hit once and he will respond to his opponent with this Special already charged.

A Passive: Steady Breath.png Steady Breath is the only A skill that the Black Knight needs for this set. It grants him a defensive boost when attacked, as well as the extra Special charge he needs to retaliate with Black Luna.

B Passive: Wrath 3.png Wrath 3 is the Black Knight's B skill. This skill can add +10 damage when the user's Special activates, provided that the user was damaged sufficiently enough. Ideally, the Black Knight would take enough damage to activate Wrath's effect, activate Black Luna with this heightened power, and annihilate his attacker. Afterwards, Wrath will help the Black Knight charge up Black Luna again.

C Passive: Armor March 3.png Armor March 3 is an option for the Black Knight to help him and his armored allows move around better, although this skill slot is ultimately flexible, as other armor buffs or other skills can be used, depending on the player's discretion and team composition.

Sacred Seal: Quickened Pulse.png Quickened Pulse is the Black Knight's Seal. It is necessary for this set to help bring Black Luna's charge down so that he can fire it off immediately upon being attacked.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
This build is meant to utilize Corrin's good speed and def in order to turn his into a flexible physical tank that is capable of trading with almost any non-red unit.

his optimal boon is +Spd due to it being a super boon, giving his +4 spd rather than the normal +3. However, other boons such as +Atk are also acceptable alternatives. Because this build is focused on being a hybrid sponge, -HP is his optimal bane, though -Res is also acceptable.

Icon Skill Weapon.png Lightning Breath+ is his optimal weapon choice, allowing his to counter attack vs bows and red magic, which he can usually deal with. In addition, the detriment of the +1 Special Charge is not as detrimental due to the rest of his kit. +Def is the best refine in order to increase his most important bulk as much as possible.

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.

Ignis is essential for letting Corrin deal damage, as it will activate every other combat and helps pad his mediocre attack stat. If using Steady Breath, Bonfire is preferred because it activates every turn.

Sturdy Stance 2.png Sturdy Stance 2 is a great budget skill to use for EP, as it gives Corrin a good stat boost without any further condition, whil Steady Breath.png Steady Breath offers a very powerful boost in special charging, but is much harder to obtain.

Quick Riposte 3 allows Corrin to always ensure he doubles the enemy. While his speed is solid, it generally isn't high enough to let his naturally double his enemies, but in a place where he usually doesn't get doubled.

Fortify Dragons.png Fortify Dragons is Corrin's natural C skill and is very good, but can be changed to suite the requirements of his team. Other common C skills are other hones/spurs, Panic Ploy 3.png Panic Ploy 3, or smokes.

Depending on what threats you need Corrin stand up to, his S slot can change between Distant Def 3.png Distant Def 3, making his more durable against ranged threats, or Close Def 3.png Close Def 3 which makes his more durable against melee threats.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
This build is meant to utilize Corrin's good speed and def in order to turn her into a flexible physical tank that is capable of trading with almost any non-red unit.

Her optimal boon is +Spd due to it being a super boon, giving her +4 spd rather than the normal +3. However, other boons such as +Atk are also acceptable alternatives. Because this build is focused on being a hybrid sponge, -HP is her optimal bane, though -Res is also acceptable.

Icon Skill Weapon.png Lightning Breath+ is her optimal weapon choice, allowing her to counter attack vs bows and red magic, which she can usually deal with. In addition, the detriment of the +1 Special Charge is not as detrimental due to the rest of her kit. +Def is the best refine in order to increase her most important bulk as much as possible.

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.

Ignis is essential for letting Corrin deal damage, as it will activate every other combat and helps pad her mediocre attack stat. If using Steady Breath, Bonfire is preferred because it activates every turn.

Sturdy Stance 2.png Sturdy Stance 2 is a great budget skill to use for EP, as it gives Corrin a good stat boost without any further condition, whil Steady Breath.png Steady Breath offers a very powerful boost in special charging, but is much harder to obtain.

Quick Riposte 3 allows Corrin to always ensure she doubles the enemy. While her speed is solid, it generally isn't high enough to let her naturally double her enemies, but in a place where she usually doesn't get doubled.

Fortify Dragons.png Fortify Dragons 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 Panic Ploy 3, or smokes.

Depending on what threats you need Corrin stand up to, her S slot can change between Distant Def 3.png Distant Def 3, making her more durable against ranged threats, or Close Def 3.png Close Def 3 which makes her more durable against melee threats.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build is meant to utilize Corrin's good speed and def in order to turn her into a flexible physical tank that is capable of trading with almost any physical unit.

Her optimal boon is +Atk due to it being a super boon, giving her +4 atk rather than the normal +3. However, 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 Lightning Breath+ is her optimal weapon choice, allowing her to counter attack vs bows and red magic, which she can usually deal with. In addition, the detriment of the +1 Special Charge is not as detrimental due to the rest of her kit. +Spd is the bet refine due to both giving her good stats and increasing her speed, thus increasing the likelihood of her not getting doubled which increases her tankiness. Though, +Def is also an acceptable refine, especially if her boon is the same.

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.

Bonfire is essential for letting Corrin deal damage, as it will activate every combat and helps pad her mediocre attack stat. The 3 CD (turned into 4 CD) skill allows her to get a special off everye combat, and given her natural speed she is less likely to get doubled.

Steady Breath.png Steady Breath makes this build work. Given Corrin's naturally high speed she can, with a little support, avoid a lot of natural doubles from units. This means that most combats will resolve as "Enemy Attacks (2 CD) -> Corrin Attacks (0 CD) -> Corrin Activates Bonfire", which allows her to dispense of many enemies.

Quick Riposte 3 allows Corrin to always ensure she doubles the enemy. While her speed is solid, it generally isn't high enough to let her naturally double her enemies, but in a place where she usually doesn't get doubled.

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 Panic Ploy 3, or smokes.

Depending on what threats you need Corrin stand up to, her S slot can change between Distant Def 3.png Distant Def 3, making her more durable against ranged threats, or Close Def 3.png Close Def 3 which makes her more durable against melee threats.
Dueling Sword.png Optimal
Icon Arena Defense.png Defense
Orb.png Very high investment
Speed Plus W.png Dark Breath+ (Spd)
Icon Skill Assist.png Flexible
Stats: +Spd,+Def/-Res
Click to show/hide build description 
This build aims to be extremely frustrating to deal with on Arena Defense teams.

This is done by utilizing the annoyances created by Icon Skill Weapon.png Dark Breath+ and adding Windsweep 3.png Windsweep 3 on top of it, and then having strong enemy phase with Steady Breath.png Steady Breath. Note that this build is functional when wielded by a player, but is generally outclassed by her The Black Pillar build when player controlled.

Icon Skill Weapon.png Dark Breath+ makes this build powerful, allowing Corrin to debuff her enemies when they try to bait her in. Even if she dies to the enemy, it will still debuff the enemies, causing them problems when the enemy tries to take down the rest of your team. +Spd is the best refine for the weapon, as it will better allow her to sweep enemies if she chose to initiate and avoid doubles on the backswing.

Her assist skill is very flexible, though Icon Skill Assist.png Reposition is generally strong at keeping your defense team together and Corrin in front.

Bonfire is a strong special skill, given the 4 cooldown with Steady Breath.png Steady Breath. Alternately, Icon Skill Special.png Moonbow can be used if you think she's likely to get an initiating attack off, making attacking back into her extremely difficult.

Steady Breath.png Steady Breath is a strong A skill, as it punishes enemies for trying to circumvent Windsweep 3.png Windsweep 3 by attacking into her. If running Bonfire she can very easily simply activate it during combat, allowing her to severely dent even the most tanky of attackers. Even when using Icon Skill Special.png Moonbow it will help Corrin activate the skill immediately if she was able to get an initiating attack off.

Windsweep 3.png Windsweep 3 is what makes this build particularly annoying to deal with, as it allows her to safely initiate on enemies without fear of counter attack most of the time.This is especially powerful if the neemy did not note down the skills on their enemies, which can catch many players off guard and put them in a very bad position.

Alternately, given the popularity of Green dragons, Watersweep 3.png Watersweep 3 is an alternative to shut down teams that try to bait her using dragons.

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 Panic Ploy 3, or smokes.

Phantom Spd 3 ensures that Corrin is able to sweep her enemies, as the added 10 speed puts her effective speed above almost every enemy.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This build is centered around giving Donnel superior Defense and making him a wall for opposing melee units. After finally getting around to playing Awakening, I realized that Donnel is such a likeable character just wanted to show him some love in Heroes by whipping up a little build for him. So without further ado, let's get into it. First we have the IVs, of course we're going to want the boon in Defense, it's the entire point of the build, and Speed as the bane. Speed is recommended for the bane, since Donnel's Speed is already mediocre, he normally will not double most other common units as it is, he won't be missing it too much. Next for the weapon; I have chosen YS!Robin's lance, Deft Harpoon+ as Donnel's weapon here. During battle, it will grant him Atk/Spd/Def/Res+2 as long as his HP is equal to 100%, however, he will take 2 damage after the encounter if he does counterattack. Now, this lance is able to be refined, so we'll go with the Defense enhancement. Alternatively if you do not have access to this, Silver Lance+(Def) will also work fine, just without the stat boosts. Here we'll choose between the assist skills, which usually are up to personal preference. Reposition if you want to pull someone in front of Donell to the back of him, or Swap if you want him to take their place in a potentially dangerous situation, simple, go with whichever you'd like. Next, for specials, we have the standard Defense specials, Bonfire and Ignis. Personally I would choose Bonfire here for a quick and easy extra 20 or so damage every time it procs, though if you like to get bang for your buck, Ignis works just as well, albiet slightly slower. Let's get into the A slot passive now. We have a couple of choices here, while one may be better, the other is immensely more affordable. Steady Breath is the one we're looking at here, it will grant Donnel Def+4 when attacked, and further accelerate his special cooldown by 1 value, making this a great use for Bonfire and Quick Riposte, and meaning a special almost, if not every time he is engaged. As the alternative, there's Earth Boost 3. While it is exponentially more affordable and will give an extra two Defense to Donnel than Steady Breath, and may work alright due to weapon refinements giving additional HP, it simultaneously requires him to have at least 3 more current HP than the enemy at the start of battle. Not to mention that it won't accelerate the special. Alright, let's move to the B slot passive. While both of these are great, I'm going to have to go with Renewal 3 as the suggested B skill. Not only will this heal him by 10 HP every turn, it compliments Deft Harpoon by helping him out in attempting to restore his HP to 100% for the lance's stat buffs, moreover, this can also work with Earth Boost if you decided to use that. For the alternative, Guard 3. This will deny enemy units on gaining a special charge and potentially substantially injuring, or managing to kill Donnel with their special. A lot of "wall" units use this for that purpose, and although the enemy may still be able to gain charges through their own skills, this is still a good one to have.... Whew! Almost done! Finally, here we are with the seals. Quick Riposte 3 seal, that's my recommendation to you. This build is focused on having Donnel be attacked, and with Quick Riposte, he will be a guaranteed double upon counterattack, regardless of his lacking Speed. While it is not only extra damage, when used in conjunction with Steady Breath and Bonfire, as stated above, he's going to be activating his special a LOT more often. Not bad, but let's say you're using the Quick Riposte seal on another unit... That's fine, you can never have enough Defense, and that's where you can turn to the Close Defense 3 seal. Not much to say about this really, he's going to be taking even less damage if you use that. Anyway, that concludes the lengthy description of this build, hopefully you may consider using it, or just thought it was a good one. Cheers!

Other builds using this skill