Sturdy Blow/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 curated builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. These builds have not been reviewed or were reviewed but deemed in need of improvements - thus the quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Speed Plus W.png Giant Spoon+ (Spd)
Stats: +Spd/-Res
Passive Icon C.pngDef Smoke 3.png
 Def Smoke 3 / 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 Cavalry.png Cavalry
Speed Plus W.png Shell Lance+ (Spd)
Stats: +Spd,+Atk/-Res
Passive Icon C.pngWard Cavalry.png
 Ward Cavalry / Flexible
Passive Icon S.pngAttack Plus 3.png
 Attack +3 / Flexible

A description has not been written for this build yet.

Pen.png Creative
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
At some point I faced the Cordelia of the story in extreme mode (in Sounds of the Ocean) and to my surprise his skill '"`UNIQ--item-335--QINU`"' practically destroyed the strategy of my team of cavalry which consists of buffs, was entnoces when I could see the tremendous potential that this version of Cordelia could have.

Its maximum potential can be appreciated in a cavalry team, as it is a melee combatant uploading its defense may be a good idea but its potential would be partially wasted, because not only can it be a great combat melee, but it can also attack without fear of a powerful counter-attack and at the same time destroying the enemy's possible defenses, thanks to his ability '"`UNIQ--item-338--QINU`"'. For this reason I decided that instead of wanting a self-sufficient defensive tank, it would be better to have a front cleaner that worked synergistically on a cavalry team, for this you can neglect her defense a little and prioritize her attack and speed, so that it works better with '"`UNIQ--item-341--QINU`"' and '"`UNIQ--item-344--QINU`"', at the same time that she can be blessed of the cavalry's boost abilities, such as '"`UNIQ--item-347--QINU`"', '"`UNIQ--item-350--QINU`"', '"`UNIQ--item-353--QINU`"', '"`UNIQ--item-356--QINU`"' in addition to the skills of normal reinforcements that can be equipped as sacred seals, creating a powerful Cordelia (and cavaleriy team).

The biggest negative point of this Cordelia is that it is partly a waste not to take advantage of it as a defensive tank, and to partially disregard its defense, which for obvious reasons is not optimal for front-end cleaners.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Defense Plus W.png Shell Lance+ (Def)
Stats: +Spd,+Atk/-Res
Click to show/hide build description 
Aho. This build makes use of Cordelia's hp and defense to turn her into a powerful cavalry bruiser. This build's focus is making her strong, fast, and tanky(Except to green mages). Getting a +Spd,-Res would be best as it would allow her to hit over 40 Spd while not making much of a difference to the damage she takes from mages.

Weapon: Her base weapon is best for her in this build. And her defense refine is also best for this build, especially if she has +Spd as it synergies well with her specials increasing her damage and her tankiness.

Assist: These are pretty basic assists for a standard attack unit.

Special: '"`UNIQ--item-395--QINU`"' and '"`UNIQ--item-398--QINU`"' are more effective than '"`UNIQ--item-401--QINU`"' or '"`UNIQ--item-404--QINU`"' for this build due to the focus on her defense.

PassiveA: '"`UNIQ--item-407--QINU`"' works very well with her and even more so if you keep an ally near her as it works on both phases compared to her default '"`UNIQ--item-410--QINU`"' which only works on player phase.

PassiveB: '"`UNIQ--item-413--QINU`"' is great at keeping specials off of her so she can build up hers as she will most likely double and take little damage from physical damage. '"`UNIQ--item-416--QINU`"' is fine itself if required to deal with lots of buffed enemies.

PassiveC: Flexible, any cavalry passive will work with her in a cavalry team. Otherwise Drive passives or if you're rich/lucky enough...Odd/Even passives as they will work great with her A Passive(Bond).

Seal: Just another increase to her Atk and Def. '"`UNIQ--item-419--QINU`"' can work fine too if you're lacking. If you have no units for '"`UNIQ--item-422--QINU`"' or '"`UNIQ--item-425--QINU`"' then they can be used, but there are better units for those.
Build Icon Alternative.png Alternative
Orb.png Very high investment
Icon Skill Assist.png Flexible
Stats: +atk/-spd
Click to show/hide build description 
this build lets eliwood proc his special twice in one combat and that's pretty neat
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Click to show/hide build description 
Updated version of the existing curated build. Thanks to more skill inheritance options and the brand new ability to forge his weapon, Ephraim is suddenly a lot more viable. This new iteration is based entirely on staying at as close to full HP as possible.

Once again, Siegmund is the weapon of choice here. However, forging it with the new skill effect lets Ephraim make a confirmed followup attack above 90% HP, on top of raising his HP and making this threshold easier to meet. This lets him ignore his lacking speed and focus entirely on tanking, something the previous build couldn't do.

You'll be needing Rally Def/Res and Hone Spd 3 again, though this time Ephraim's got even better at his job. Forging Siegmund improves the attack bonus it grants to +4, granting just a bit more damage and 18 added damage to -blade tomes instead of 16. His Special, however, has changed. Now that the focus is on staying alive instead of max damage, Sol is the preferred special with its new reduced cooldown. Noontime would activate as often as Moonbow, but heals so little compared to Sol it simply doesn't justify it. Additionally, Ephraim's low Spd ensures four actions are always made in battle, meaning he will always activate a 3-charge special if he attacks last. Bonfire works under this same principle, trading reliable healing for high damage.

Because Ephraim's goal is to have as much HP as possible now, Fury won't work here. Instead, we need to beef up his defenses. He'll have 48 HP with a forged Siegmund (53 if you spring for a summoner support), so Earth Boost 3 consistently pushes his defense up high to 43 on both player and enemy phase. If you prefer his player phase presence more than consistency, Sturdy Blow 3 gives him a strong offense while only sacrificing a bit of staying power. To keep the confirmed second attack train going, toss Quick Riposte 3 on him. Its HP threshold is much more generous, potentially letting you get yourself back into Siegmund's HP range with a timely Sol activation. Anything that improves his durability is much preferred for a Sacred Seal: Def +3 makes him a little better on both phases, while Close Def 3 makes him a lot better on enemy phase.

Ephraim's role hasn't changed much from the original iteration of this build, just how it's performed; he's a durable lance unit that's good on either phase and can either fight well on his own or make his allies stronger. Even as power creep settles in, the Restoration King stands tall.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
+Atk/-Spd = 53/54/22/32/20

Refined '"`UNIQ--item-884--QINU`"' only activates a double attack if Ephraim's HP ≥ 90%. Therefore, to keep his HP high, '"`UNIQ--item-887--QINU`"' and '"`UNIQ--item-890--QINU`"' are taken to mitigate the damage taken from the counterattack between his two attacks. Pavise will start on a 1-CD from Shield Pulse, and will be charged after Ephraim's first attack. It will then block 50% + 5 damage, making him take very little to no damage at all from many enemies.

Math time. Even without an offensive special, he does great damage due to '"`UNIQ--item-893--QINU`"' giving him 60 Atk on initiation (58 with '"`UNIQ--item-896--QINU`"'). If another blue lance unit has 35 Def, they will still take 25 damage twice, meaning they need over 50 HP to survive. This goes up to 72 effective Atk against reds, which is enough to kill Arden not considering buffs or passvies. Also, Ephraim can lose 5 HP and stay within 90% HP at 53 HP. If the lance unit aforementioned has 52 Atk, then they do (20*0.5)-5 = 5 damage, which won't be enough to drop him below 90% HP. With Sturdy Blow 2, increase that to 56 Atk. That's amazing.

Ephraim's C-slot is highly flexible due to his weapon and stat spread. '"`UNIQ--item-899--QINU`"' and '"`UNIQ--item-902--QINU`"' seal (HP +3 works as well) can be taken to improve his solo dominance by ploying enemies and helping the threshold for Siegmund's ability. However, a second purpose of this build could be supporting allies. '"`UNIQ--item-905--QINU`"' and '"`UNIQ--item-908--QINU`"' seal (or vice versa) help defensive units. This route grants them +4 Atk/Def/Res, which will help them tank and possibly kill with Quick Riposte. If offensive player-phase allies need buffing, then '"`UNIQ--item-911--QINU`"' and a different seal can be chosen.

For his Assist skill, the usual '"`UNIQ--item-914--QINU`"' can be taken, or if Ephraim's buffs are being panicked, then '"`UNIQ--item-917--QINU`"' is a another option.

Note: If Ephraim is Summoner Supported, then the '"`UNIQ--item-920--QINU`"' seal should NOT be used. This is because from 50 to 59 HP he can take 5 damage and remain ≥ 90% HP. To take 6 damage and remain ≥ 90% HP, he needs 60 HP, which can only be achieved in this build with a Summoner Support, HP +5 seal, and a +3 merge. Instead, an '"`UNIQ--item-923--QINU`"' seal will work wonders, raising his Atk to 59 (65 on initiation).
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Turns out, Cordelia had the right idea all along with her base set, she was just the wrong person to go about doing it. This build gives Hardin an incredibly powerful player phase, while keeping his amazing mixed bulk. A highly unusual take on the character, and not one I'll guarantee will always be effective, but in the right hands this can do a lot.

First of all, the weapon of choice is the '"`UNIQ--item-527--QINU`"', for the bonus stats it gives you when initiating. Not that '"`UNIQ--item-530--QINU`"' would be a bad choice, but half the point of this is his bulk anyways, and he actually wants to take a hit in-between his barrages anyways. Picking the Res refine, along with a boon in Res, gives him a pretty solid base defense line of 36/39, which allows him to take on dragons as well as other melee units without a shred of fear.

After that, choice of special is really up to the player's choice. '"`UNIQ--item-533--QINU`"' is preferred because it's more consistent - '"`UNIQ--item-536--QINU`"' will be higher, but only slightly, and only when initiating combat. They're also chosen over '"`UNIQ--item-539--QINU`"' or '"`UNIQ--item-542--QINU`"', as they are guaranteed to activate on Hardin's second attack, provided he doesn't one shot his opponent.

For the A slot, '"`UNIQ--item-545--QINU`"' is chosen because it combines beautifully with the refined Shell Lance, giving him incredible defenses of 42/41 when initiating combat. '"`UNIQ--item-548--QINU`"' can also be chosen if you're happy with his basic defenses, for a great combined +8 attack when initiating combat. If strapped for either, though, his base '"`UNIQ--item-551--QINU`"' will work perfectly fine - it'll dampen the effectiveness of his special on the first attack, but with some luck, you'll be put into range for it to be active on later turns after the first enemy's defeat, after which you can run with some of the most terrifying mixed defenses around.

B slot is simple - '"`UNIQ--item-554--QINU`"' is the only real choice, as unless you really focus on it, his speed isn't good enough to double enemies, and even when you do he'll be unable to do so for the fastest possible enemies. Besides, he comes with it naturally, and this set's mainly about initiating combat anyways.

C slot, as always, is pretty open, and if you wanted to you could just give him a standard armor buff. However, with the Res refined Shell Lance, he actually has an impressive 39 base res, which makes him an excellent candidate for a ploy. '"`UNIQ--item-557--QINU`"' or '"`UNIQ--item-560--QINU`"' are recommended, since the first will soften up the enemies he fights and the second will improve his ability to take the in-between hit even better, but you can pick another ploy if you'd rather him support another team member. This is also a good alternative if you have an ally with '"`UNIQ--item-563--QINU`"' to pair with him, so that he can fix his otherwise poor movement.

In a mixed squad, the '"`UNIQ--item-566--QINU`"' seal is a good idea, to fix his ability to throw himself towards an opponent. Otherwise, just giving him a bunch of allies with '"`UNIQ--item-569--QINU`"' to help is recommended. If you want to give him a different C, or can otherwise guarantee his increased movement, a ploy can be used here instead.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
As the first Armored Dagger unit with access to Bold Fighter, LB!Kagero is hands down the best unit for FH!Ryoma's Armor-effective Sky Maiougi. What's more, being a green unit means she can take down the biggest bluest threats (B!Hector, L!Tiki) with a single strike. She can even withstand counter-attacks from red units, thanks to her incredible bulk. Most armored units use physical attacks, so Sturdy Blow is slightly better at protecting Kagero from counter attacks, but it's not absolutely necessary. Because she comes with Bold Fighter, the only premium unit needed is FH!Ryoma (admittedly a pretty big ask).
Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This build is aimed to optomize and cover every single one of Kagero's weaknesses.The best way for

this build to work is you need a dance/sing ability to double up on her attacks to maxamize the effects of Savage Blow and Poison Strike. Kagero falls flat as her weapon does best against infantry, but hardly hurts tanks, horses, and fliers. The way to get around this is Savage Blow and Poison strike, being able to deal tons of damage without actually having to engage in combat with the enemy. The Savage Blow seal stacks with the ability letting you deal 14 damage to all enemies in a 2 space radius of the original target. Coupled with Poison Strike, you're dealing 24, double it with a dance ability,

and you're dealing 48 damage with Kagero not even counting her actual attacks.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Universal Shard.png Low investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
Karla's mindblowing 35/40 offensive spread makes her top tier player phase threat in the arena. Use due caution when facing her because her weapon's effect in conjunction with wrath makes her damage soar to drastic heights.

Weapon: Karla excels with many weapons: her brother's Wo Dao, Firesweep Sword, and even a niche Armorsmasher. However, Vassal's Blade is by far her best weapon. With a cooldown reduction and an effect that virtually gives her 14 free damage considering her massive speed stat and the use of Phantom Speed, It maximizes all of her strengths.

Assist: Ardent Sacrifice enables her to use threshold skills while controlling her HP. Her HP bane is a very good choice because it lets her activate ~75% skills like Wrath and Desperation using Ardent Sacrifice. A more consistent option is Reposition which is a very adequate positioning skill.

Special: Draconic Aura in tandem with Wrath lets Karla break through many blue units as well. Since Karla can already secure kills on Red and Green units, specials like Glimmer are wasteful and do not optimize her killing potential. If Karla is being run on an infantry team, then she is a great candidate to receive Infantry Pulse buffs. If infantry pulse is being run, a Wrath boosted Dragon Fang can kill armored Blue units like Effie and Hardin from full HP outright.

Passives:

A - Brazen Atk Def synergizes very well with Wrath's threshold while providing an ample +7 Atk and Def to Karla. This option is chosen over Fury, Life and Death, Swift Sparrow and Brazen Atk Spd because buffs to speed and resistance are unnecessary; 44 speed is already enough, especially with buffs such as even speed wave and boosting Karla's resistance is nigh useless on a Player phase set. The Def buff from Brazen Atk/Def remedies Karla's middling defense which allows her to survive a singular hit. Therefore, against any Melee unit she fights and Doubles, the fight looks like this. Assuming she's using Dragon Fang and she's already under 75%, Karla(4) -> Vassal's Blade (3) -> Wrath (2) -> She attacks (1) -> counter (*) -> Dragon Fang. Also, Ares's Demotion has greatly increased the skill's availability, making it easily accessible from a 4 star hero.

If consistency appeals to you, another option is Sturdy blow. This gives her a +4 buff to Atk/Def during initiation which means it isn't reliant on Thresholds.

B: Karla has a native Wrath which is borderline the best B-skill in the game aside from Bold Fighter. It synergizes very well with the Vassal's blade stacking cooldown reduction and with Brazen Atk Def. With Wrath, Karla can use Specials like Dragon Fang, Astra, and Aether without running Heavy Blade seal. It is by far one of the best options she has.

C: Karla's native Even speed wave brings her speed to 50 on even turns, a number that almost ensures a double on virtually any opponent sans people running either Wary Fighter or Swordbreaker. It also heavily contributes to her Vassal's Blade's Damage potential. However, this skill can be used for support skills like Drive Speed or Atk Tactic.

Seal: Phantom Speed essentially adds 7 damage to all of Karla's attacks. By increasing the consistency of the Vassal's Blade's activation, it makes it a better option than Attack seal. Quickened Pulse is another option that can speed up cooldown to run certain specials without the use of infantry pulse.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Click to show/hide build description 
This build aims for Lissa being a player phase unit. With Bold Fighter and Brave weapon, she'll always quad, allowing for safely sacrificing spd. With her mid-to-high attack she'll likely hurt what she's facing, but QP ensures she'll fire two 3 CD special skills in one battle. Which ones depend on the build. Bonfire gives more consistency in damage, while Luna lets her shred high defense units as they were paper. Sturdy Blow, while rare, gets her more stats to work with in a bonfire build, while Deathblow is more common and works with both specials. While more powerful in an armor team, this build can work in more or less every situation. A Guidance flier is highly recommended for the mobility Lissa lacks, if used outside of an armor team.
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
This is a player phase build meant to kill a unit then proceed to the next one if in reach. The hardest part of utilizing an armor on the player phase will be reaching THE ENEMY, there for Armor March is recommended on Lissa or an armored unit supporting her. With the highest BST in the game Lissa is a force to be reckoned with and is capable of wiping out 2 units in 1 turn or more if you are utilizing a dancer.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Click to show/hide build description 
This is a player phase build that allows Lissa to be a physical tank while dealing a lot of damage.

IVs: Defense is the boon to allow Lissa to better shrug off physical attacks, while speed is the bane because it honestly isn't needed; this also doesn't take away from her power or bulk.

Weapon: Replace her default weapon with the '"`UNIQ--item-822--QINU`"' for very frequent activation of her special. Give it the defense refinement to further bolster her survivability against physical attacks.

Assist: This is a matter of player preference. '"`UNIQ--item-825--QINU`"' is easier to use and allows for easier access to Ward Armor stacking, while '"`UNIQ--item-828--QINU`"' allows for further movement.

Special: '"`UNIQ--item-831--QINU`"' is the preferred special for this build, capitalizing on Lissa's impressive defense to deal significant extra damage.

A Passive: For her A skill, '"`UNIQ--item-834--QINU`"' is taken to give her extra attack as well as extra defense upon initiation, which is what this build is designed for.

B Passive: Her default B skill '"`UNIQ--item-837--QINU`"' is the crux of this build. When initiating an attack, Lissa will always make a follow up attack, and each of her attacks accelerates the charge of her special. When used in conjunction with the Slaying Axe+, she will trigger Bonfire every time she initiates an attack. The combination of the defense boon, defense refinery, and Sturdy Blow gives Lissa a whopping 46 defense, which translates to 23 additional damage from Bonfire.

C Passive: The C skill is flexible and can be tailored to your team's needs. However, '"`UNIQ--item-840--QINU`"' grants Lissa's fellow armored allies 4 additional defense and resistance during combat. Pairing her with three other armored units that also carry '"`UNIQ--item-843--QINU`"' gives Lissa up to 12 more defense and resistance in battle.

Sacred Seal: '"`UNIQ--item-846--QINU`"' has the potential to lower the attack of foes in a cardinal direction of Lissa by 5, provided she has more resistance than them, which can be done thanks to her 34 base resistance. Another option is '"`UNIQ--item-849--QINU`"' to punish buff-reliant opponents.

Here are Lissa's stats when she is initiating an attack.

Alone: 48 HP, 51 Atk, 26 Spd, 46 Def, 34 Res (23 damage Bonfire)

With triple Ward Armor buffs: 48 HP, 51 Atk, 26 Spd, 58 Def, 46 Res (29 damage Bonfire)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Click to show/hide build description 
Winter Lissa can rock the world with her own '"`UNIQ--item-692--QINU`"' and offensive power stacked on the rest of her kit. '"`UNIQ--item-695--QINU`"' is the standard Player Phase skill for most damage, while '"`UNIQ--item-698--QINU`"' adds 4 to her defense, in exchange for a loss of 2 attack. The weapon refine, if available, is always Attack, and the seal choices and specials are made to bolster her offensive nuke as much as possible. In terms of C skill, '"`UNIQ--item-701--QINU`"' is important if no other member in the team has it, as Lissa absolutely needs the extra movement; however, if she is marched by someone else, an armor buff can be taken, or even '"`UNIQ--item-704--QINU`"'.

The '"`UNIQ--item-707--QINU`"' build slightly edges out over the Brave one in the number of total matchups won, and also those where Lissa survives. With the cooldown reduction, '"`UNIQ--item-710--QINU`"' can be taken, which will always proc on her second hit, assuming the enemy can counter her. The seal of choice is '"`UNIQ--item-713--QINU`"', being the one that improves her damage the most.

On the other hand, the '"`UNIQ--item-716--QINU`"' build allows Lissa to always quad the enemy, if they survive until the end.

While the Slaying build is safer for Lissa, either build can be considered. If using Winter Lissa in arena defense as well, the Slaying build once again outperforms the Brave one.

Other builds using this skill