Wrathful Staff/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.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
A build that attempts to bring the most out of the Wrathful / Dazzling combo and turn Clarine into a solo-able unit. This build gives her maximum 57/46 Atk/Spd (54/48 with the alternative Sacred Seal) at zero merges if Hone Cavalry is in effect; with Supports and the appropriate combat buffs she could go well over 70/60, more than enough to break through Chain Challenges and Tempest Trials with ease.

Fear+ and Martyr+ work out of the box and greatly increase Clarine's chances of survival against most foes, by reducing damage received and restoring her own HP, while Miracle further pushes her soloing potential to the maximum. Her Assist needs to be exactly Martyr+, and not another skill like '"`UNIQ--item-222--QINU`"' plus '"`UNIQ--item-225--QINU`"' (not even the Sacred Seal version), because this guarantees her to retain the effects of the Brazen passive after healing at certain HP ranges; once if her HP is below 60%, and once more if below 20%. Additionally, depending on her bane and merges her maximum HP might be even-numbered, in which case after Miracle activates and she heals an ally, she would have exactly 50% HP remaining, just enough to still permit allies to warp next to her via '"`UNIQ--item-228--QINU`"'. On consecutive maps the general flow might be like this:

  1. Clarine activates Brazen Atk/Spd from some damage;
  2. Clarine activates Wings of Mercy on her from more damage;
  3. Clarine fights her way into the middle of the enemy and activates Miracle;
  4. A refresher rescues her, takes a hit, then Clarine heals both units with Martyr+; (she will essentially restore over 50 HP of her ally)
  5. Step 2 or 3 repeats depending on Clarine's max HP.

Some very agile units with Brave weapons could pull this off, but Wrathful + Dazzling Staff makes it even simpler and deadlier. The same goes for Arena fights; it is not uncommon to have Clarine ORKO everyone before Miracle activates.

Brazen Atk/Spd 3 is a rather elusive skill, however there is a good chance that the Linus GHB will eventually return, giving away 3 free Brazens for those who could not pull Robin: Festive Tactician. Even Spd Wave 3 gives her the Spd she needs and enables mixed team usage, although she can always opt to give and receive Hone Cavalry for more traditional emblem teams. Finally, the Sacred Seal compensates her low base Atk, while Spd +3 is better suited for arenas where with other speed buffs she can even double-counter fast ranged threats such as Lyn: Brave Lady and Nino: Pale Flower. She has the usual weaknesses as any other colorless cavalry unit, but since she has little trouble hitting anyone that isn't her weakness, her teammates could focus on countering those threats and let Clarine do the most work. (She could actually defeat TA raven tome users if her Atk is high enough and a refresher is present.)

Clarine and Priscilla have mostly comparable stats, though I generally prefer Clarine because she already comes with two of the skills for this build, and withstands physical damage from closed combat slightly better, as sometimes that makes the difference between activating Miracle during this combat or the next one. Thanks to her +Atk superboon, she happens to have equal Atk and +1 Spd compared to a +Spd Priscilla. Nanna could do the same builds with slightly more firepower and less armor, but might need more patience to train because she is unavailable at 3★ yet holds two skills that could turn her into skill inheritance fodder. Elise does not work despite her superior Atk; with her HP + Def at 10 merges equal to Clarine's at zero merges, she is far too fragile to bait bow / dagger users or solo maps. Lastly, infantry staff users are generally not powerful enough because it is relatively hard to give them the same buffs as Hone Cavalry, though Maria with Even Spd Wave 3 on her and '"`UNIQ--item-231--QINU`"' on someone else might work (this still misses out '"`UNIQ--item-234--QINU`"' and refined '"`UNIQ--item-237--QINU`"').

Also Clarine's artist draws boats. --HertzDevil (talk) 07:35, 19 July 2018 (UTC)
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Dazzling Staff W.png Pain+ (Skill 2)
Stats: +Atk,+Spd/-HP,-Res
Click to show/hide build description 
With the addition of the Savage Blow seal and the plus versions of staff weapons to the game, this opens up some interesting possibilities for staff users that just weren't possible before. This build, which I like to call Dazzling Shrapnel, capitalizes on the splash damage ability of both Savage Blow (the skill as well as the seal) and the Pain+ staff, which both deal flat damage (unaffected by enemy def or res) to enemies within 2 spaces of the target after combat. Pain+ deals 10 damage while Savage Blow 3 deals 7. These numbers aren't very impressive...until they are all stacked!

With Pain+ for her staff, Savage Blow 3 for her C slot, and the Savage Blow 3 seal, Clarine will deal a whopping 24 flat damage to all enemies within 2 spaces of the target, which is massive for any unit, and especially impressive for a staff unit. Now, with the addition of the dazzling staff refinement on her staff and Wrathful Staff 3 for the B slot (these can be switched depending on what fodder you have available), Clarine will not only be able to do this damage safely, but will also do a fair bit of damage just with the base attack itself.

An Atk+ IV with Attack 3 for the A slot is preferred to maximize her potential damage. The reason for this is because neither Pain+ or Savage Blow can kill an enemy with the damage dealt after combat, which means quite often you will have enemies with 1 hp remaining after attacking a couple times. Having the highest possible damage gives you the best chance at being able to finish these enemies off. With Atk+ and Attack 3, Clarine will have an attack of 42, which is enough to deal at least 1 damage to every hero in the game as long as they don't have any buffs to res or skills that increase the res stat, and even then there are only a handful of characters capable of reaching that high of a res stat even with buffs. Having a high Atk stat will also help with many of the healing abilities as most of the plus variants increase healing based on the Atk stat. With all that said, if you don't have access to wrathful staff, I would still definitely suggest using the dazzling staff refinement and then going with a Spd+ IV and Speed 3, that way you still don't have to worry about being countered and with the extra speed you will have a better chance of doubling enemies, which will do a little more chip damage to enemies with lower res and will charge your special faster.

Which brings us to the special. This is flexible, although I would recommend Miracle. It does have a high cooldown, but, with Clarine's high speed, and the inability to be countered, you can safely charge Miracle with a few attacks and then she'll be a pain to kill. Even if you only get 4 attacks off before she gets attacked, it will only take one attack from an enemy to fully charge it, and even with -HP and neutral Def, an enemy will need an Atk of at least 54 to one shot her, and if they can't and are able to double her, the second attack will proc Miracle. If you're not too concerned about her survivability, you can always use Imbue for extra healing, or one of the balms for some stat boosting capability.

Lastly, for her Assist, I would highly recommend you stick with her innate Martyr+, which synergizes quite well with Miracle as it does extra healing the more damage she's taken and after Miracle procs, Clarine will be primed to do maximum healing. Other healing abilities like Physic+ and Rehabilitate+ can work quite well too, so just use whatever works best with your playstyle.

This build is a very high investment, so make sure you're ready and willing to commit to Clarine before beginning. If you do though, you'll find you have a really interesting and useful character in your arsenal that can be useful in many situations. Add a dancer to your team and she becomes a force to be reckoned with. Put her on a cavalry team and she just gets more potent.
Pen.png Creative
Orb.png Very high investment
Dazzling Staff W.png Gravity+ (Skill 2)
Icon Skill Special.png Flexible / Glimmer
Stats: +Atk+Spd/-hp -def -res
Click to show/hide build description 
This build makes elise a colorless mage so atk and spd is important and if you are unable to sacrifice a genny or bridal lyn than go with wrathful staff as the upgrade since that is more important for this and the ardent sacrifice helps elise get to the range of brazen and desperation (if you have it) but Recover is better which takes advantage of the high attack also gravity is used because it is really useful if you can get elise out of there
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Boasting from one of the highest Atk stat of all Healer units, Elise can be built in a very aggressive manner to deal surprisingly high area damage. Given the nature of this build, it requires pretty high investment as one of the key skills is only available from a single unit, currently.

Her weapon of choice for this build is Pain+ (from 5 Star Azama/Lucius), which adds flat damage that cannot be mitigated. In addition, with the Weapon Refinery upgrade that prevents opponent from counter-attacking, she can essentially allowing her to attack any unit without retaliating. This, combined with Attack +3 (from 4 Star Cherche/Gordin) and Wrathful Staff (only available from 5 Star Genny) enables her to deal damage that can even rival some Tome units.

The best Assist is arguably her default Recover+, which can heal over 40 HP thanks to Elise's natural high Atk plus the Attack +3. Her Special can be either Heavenly Light (easily obtained from 3 Star Wrys) or Kindled-Fire Balm (her default), depending on her team.

To further allow Elise to deal some nasty damage, the combination of the Savage Blow C-Skill (from 4 Star Camilla) and Sacred Seal stack, adding a flat 24 damage in the surrounding area.

Lastly, being a cavalry unit means Elise is affected by cavalry buffs, making her very valuable in Emblem Teams with the proper buffs (ideally Ward/Goad Cavalry, since they stack with each other).
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Friendship, destruction, and all things support, these are the ingredients to produce the perfect killing machine. Producing both damage and support, this build for Elise is designed to cover all fields, and have some fun doing it.

Pain is what I decided on for the sake of trying something different. With Elise holding one of the highest attack stats for a staff in the game, I thought she'd be an opportune candidate to wield such a weak yet powerful weapon. Pain is just in case she can't seal the deal, leaving the opponent crippled enough to be picked off.

Since she heals with Recover anyway, I thought atk res bond would be a cool little tool to try and utilize in battle. Wrathful Staff is to bring out her full potential with her already impressive atk stat. On def she gains a respectable amount of res and on offense, gets a big boost from both a cavalry buff and atk. Setting Hone Cavalry to her c passive finishes off the synergy balance that she's ready to unleash.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Dazzling Staff W.png Gravity+ (Skill 2)
Icon Skill Assist.png Martyr+ / Flexible
Stats: +Spd/-Def

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
Icon Move Cavalry.png Cavalry
Dazzling Staff W.png Gravity+ (Skill 2)
Stats: +Spd/-Def
Click to show/hide build description 
With the Weapon Refinery, her decent offensive stat lineup and the fact that she's a cavalry unit, Elise becomes a very annoying threat, especially for more Enemy Phase focused teams. While this set doesn't neccesarily KO a lot of units, it makes her very difficult to deal with.

The weapon upgrade and B skill are the key skills for this build. With a one of Wrathful Staff or Dazzling Staff in the B slot, and the other as the chosen weapon upgrade, Healers can attack anyone without fear of getting countered, just like Firesweep weapons.

Elise's default weapon, Gravity+, works well in combination with the psuedo-Firesweep effect. It makes the target and any adjacent enemies unable to move more than 1 tile on their next move. so Elise can go in, activate the Gravity debuff and then get repositioned out by an ally.

Since Recover+ heals for half of the user's HP plus an additional 10, it works well with Elise's naturally high attack stat, being able to heal a single ally for 32 HP. Combine this with Imbue and she can heal one ally for 42 hp. Alternatively, Heavenly Light can be used to heal the entire team when it activates.

Since healers are very limited in their choice of A skills, Atk/Spd +2 is best option for Elise as it increases her offensive stats. For the C slot, Hone Cavalry can be run on a cavalry team. Should Elise be used outside of horse emblem, a different team supporting skill can be used instead.

The Seal slot is used for Speed+3, to ensure Elise can double more units.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
This build capitalizes on Elise's best-in-class attack and acceptable speed. Best run on a cav team to get that speed up to safer levels, but all you really need is Draw Back or Reposition to get her away from the Gravity-affected surviors. The weapon refine may be swapped to the wrathful version freely if you have Dazzling Staff 3 for her. Recover+ is also perfectly acceptable if Rehabilitate+ isn't to hand. Rotating Wrathful Staff off for Live to Serve is recommended for multimap challenges like Tempest Trials or Chain Challenges, and consider using her native Recover+ in situations where you're using her as a healer in autobattle, as it's less sensitive to attack drops caused by removing a weapon. Usage: Buff her up with hones, run her into as large a cluster of enemies as you can manage, safely hit (and probably kill) one, applying gravity to anyone nearby. Yank her out of harm's way with Draw Back, Reposition, Dance, or your preferred combination of the two.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry

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 focuses entirely on increasing her attack to make use of Recover+ and/or Physic+ support skills, maximizing her attack would mean she can heal loads and consistently as opposed to the traditional Rehabilitation method. with the maximum of 58 attack (with life and death) she can heal 29 hp whith physic+ and 34 hp with recover+ wich can fully heal units like nino and Lute. With maximizing her attack and with 30 spd she can pose a threat with Wrathful staff equipt and If possible with the new weapon refinery, giving her weapon the firesweep effect where enemies cannot counter attack, allowing her to injure and maybe kill low res units without risk also meaning her low res and def with life and death wont hinder her too much
Build Icon Alternative.png Alternative
Stamina Potion.png Chain
Universal Shard.png Low investment
Dazzling Staff W.png Gravity+ (Skill 2)
Stats: Flexible
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngAtk Ploy 3.png
 Atk Ploy 3 / 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
Click to show/hide build description 
This build aims to give Genny the most healing possible, while also giving her free self-sustain. +Attack is her best boon, as it increases the damage dealt by Absorb+, and also increases Recover+'s healing. Before a hone buff, a +Atk Genny with Attack +3 will heal 34 HP per heal before Imbue. Atk/Res Bond 3 is a higher investment option which drops that to 32 HP and offers her slightly more damage on Absorb+. Speaking of which, when attacking, not only will Genny deal damage and heal herself up for free, but she'll heal nearby allies for 21 HP, or 7 HP when they're 2 spaces away. If you want, you could swap the seal for Savage Blow 3 to offer a bit more damage to nearby foes, in exchange for 7 HP to nearby allies, but I would personally stay with Breath of Life 3, as it increases the healing of nearby allies, and technically, Genny's self-healing as well.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Click to show/hide build description 
The general gist of the build is to let Genny play both a supportive role, as well as a pretty decent offensive one as well. I personally have a summoner support on her, which boosts all her starts further. She is able to counter most mages pretty well, and she deals a significant amount of damage to low resistance units. If a dancer (such as Olivia) is around, you should be able to score a take down whilst also accounting for her rather low speed. However as a support unit, she tends to stay close to allies, so carrying rehabilitate and attack/speed bond 3 will completely change how you use her to match the playstlye you prefer.
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
Dazzling Staff W.png Pain+ (Skill 2)
Icon Skill Assist.png Recover+ / Flexible
Stats: +Atk, -Def
Click to show/hide build description 
The purpose of this build is to let Genny peel the enemies, so something else can finnish the enemies off. As she is a staff user, she can also fill the spot in your party as a healer. The type of enemies it goes best against is defensive ones that retaliates hard, because the staff refinement makes them unable to attack, and the PAIN bypasses their resistance. As Genny has the highest attack of all of the staff users and starts off Wrathful staff she is the perfect candidate for this build.

She fits best in a mixed party, as you can have an armor to heal, a flier for mobility and kiting or a chavalry to finish the wounded enemies off.

Weapon:'"`UNIQ--item-440--QINU`"' is used to inflict lots of pain. With the refinement it also prevents the enemy counter-attack which is important, as Genny is pretty sucseptible to death as her def isn't that high.

Assist: '"`UNIQ--item-443--QINU`"' is a great option for the healing skill, since after they updated the healing to scale with Atk, she will be able to recover 30+ hp. The reason I didn't choose Rehabibilitate+ is because I prefer keeping my units at high health instead of recoverin almost dying units, but that is personal preference really, so you could choose what you prefer.

Special: '"`UNIQ--item-446--QINU`"' is used in case of emergency as she is sucseptible to death. Against mages she will usually survive one hit, but the second one will kill her. That's why she needs a fail safe, in case you fail to kite with her and let the enemy attack her.

A Passive: '"`UNIQ--item-449--QINU`"' is used because there isn't many offensive A skill options for a staff unit. You could consider using Atk/Spd 2 to help a bit with the survibility, but since it is harder to get and doesn't help that much, Attack +3 is more recommended.

B Passive: '"`UNIQ--item-452--QINU`"' to increase the damage. As simple as that.

C Passive & Sacred Seal: '"`UNIQ--item-455--QINU`"': is used to cause colladeral damage. It stacks with itself and Pain+ so it does 24 damage in colladeral damage. That's a lot of damage.

With this build you are playing the long game, so if you play a map with respawning enemies you might not have time to kill them before the spawn again, so it might not be good in those maps, but they are excellent against enemies who hit hard back at you if you don't kill it in your attack. It has it's uses when you can't kill the enemy tank.

Written by Kelkel.

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