tacticsroom
tacticsroom
Tactics Room
247 posts
A blog dedicated to Fire Emblem Heroes news and metagame/analysis. If you'd like us to cover a topic in particular or would like some advice, our asks and submissions are open.
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tacticsroom · 5 years ago
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Summoning Focus summary for Legendary Heroes - Chrom.
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tacticsroom · 5 years ago
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Summoning Focus summary for New Heroes - The Dread Isle.
Heath: Wandering Knight will be available as a Grand Hero Battle reward.
Rath: Wolf of Sacae will also be available as part of the 4★ Focus.
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tacticsroom · 5 years ago
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Summoning Focus summary for Special Heroes - Lovely Gifts.
Silque: Selfless Cleric will be available as a Tempest Trials+ reward.
Conrad: Unmasked Knight will also be available as part of the 4★ Focus.
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tacticsroom · 5 years ago
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Semi-Hiatus Announcement (Mod Asama)
Hey guys, it’s Mod Asama here!
I’m sure everyone’s noticed by now that things have been fairly quiet from me here. I apologize ahead of time about that. Currently I’m inbetween jobs and traveling all over the place in order to get ready for my new line of work.
Because of this I’ll be focusing on getting what I need done first and writing later. I promise you all I haven’t forgotten about the reviews; I simply haven’t had time to sit down and write a whole lot.
With that being said for the time being I myself am on semi-hiatus but plan to return as soon as I can! 
-Mod Asama
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tacticsroom · 5 years ago
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Summoning Focus summary for Mythic Heroes - Líf.
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tacticsroom · 5 years ago
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Summoning Focus summary for New Heroes - A Star Is Born.
Itsuki: Finding a Path will be available as a Tempest Trials+ reward.
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tacticsroom · 5 years ago
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Travant: King of Thracia (Unit Review)
Available at 3-4★ (Grand Hero Battle Reward)
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Lvl 40 Stats (Flaw/Neutral/Asset)
Note: As a Grand Hero Battle reward, Travant does not have access to boons/assets and banes/flaws.
HP: 43/46/49
Atk: 33/36/39
Spd: 23/26/30
Def: 37/40/44
Res: 14/18/21
Neutral BST: 166
Max Dragonflowers: 5
Skills
Weapon: Silver Lance+ (300 SP)
Mt: 15. Rng: 1.
Lance. Can be inherited. Can be refined.
Assist: None
Special: Ignis (200 SP)
Boosts damage dealt by 80% of unit’s Def.
Can be inherited. Cannot use: Staff.
A: None
B: Vantage 3 (200 SP)
If unit’s HP ≤ 75%, unit makes counterattack before foe can attack.
Can be inherited.
C: Flier Guidance 3 (240 SP)
Flying allies within 2 spaces of unit can move to any space next to unit.
Can be inherited. Fliers only.
Similar Units
Note: As a Grand Hero Battle reward Travant does not have access to boons/assets or banes/flaws. Therefore he is not directly comparable to any summonable units.
Subaki: Perfect Expert (40/25/35/35/22)
Travant: King of Thracia (+6/+11/-9/+5/-4)
Note: Subaki has a PRF weapon while Travant does not. 
Valter: Dark Moonstone (42/32/31/34/19)
Travant: King of Thracia (+4/+4/-5/+6/-1)
Note: Valter has a PRF weapon while Travant does not.
Cormag: Aloof Lanceman (42/36/32/34/23)
Travant: King of Thracia (+4/+0/-6/+6/-5)
Builds
Budget/Low Investment:
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Travant’s major takeaway is his min/max stat line. With 36/40 Atk/Def, Travant is arguably the bulkiest lance flier unit to be added into FEH. It is with this min/max stat line however that he is limited to enemy phase setups. Fortunately for the King of Thracia, he comes with an enemy phase skill already. Because of this, both sets displayed will use Vantage. 
The set on the left focuses on boosting his Atk/Def based on his HP level. Brazen Atk/Def will activate once Travant’s HP ≤ 80% while Vantage will activate once Travant’s HP ≤ 75%. What this means is once Travant is in Vantage range, he’ll receive Atk/Def +7 while in combat. To further boost his Atk/Def, we use Attack+3 and a Def refined Silver Lance.
The set on the right combines Fury, Vantage and Quick Riposte to grant Travant some added bulk and the ability to make multiple follow-up attacks. Fury will grant Atk/Spd/Def/Res+3 in exchange for dealing 6 damage after combat. We further boost his Attack with an Atk refined lance. Quick Riposte will allow Travant to make multiple follow-up attacks if his HP is above or at 70% while Vantage will allow Travant to counterattack first once below or at 75% of his base HP.  While there is a small window where both Vantage and Quick Riposte will activate, it should be noted that running Fury will cause Travant to fall out of his Quick Riposte range quicker than normal. As a result, he may want to pick his battles carefully.
Travant’s seal options include: Attack+3, Def+3, Atk/Def 2, Stance skills, Bond skills, Brazen skills, Quick Riposte, Renewal, Guidance, Flier Formation, and Iote’s Shield.
Flier Team/Mixed Teams:
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With Travant coming with Flier Guidance he may be utilized either in mixed or flier teams to grant himself and his allies some extra mobility.
The set on the left allows Travant to guide both his flying and infantry/armor allies around any given map so long as they are within 2 spaces of him. Whether it means ushering an ally to safety or allowing an ally to surprise attack an opponent, Travant allows players more leeway in how to move about a map. Since Travant will find himself next to his allies often with both Guidance skills we use Atk/Def Bond. Atk/Def Bond will grant Atk/Def +5 while in combat if a unit is next to an ally. We run Quick Riposte to allow multiple follow-up attacks and for its synergy with Bonfire. 
The set on the right moreover focuses on his role on a flier team. Flier Formation may be used in conjunction with Flier Formation to allow for complete control over any given map. This heightened mobility can easily leave enemy teams boxed in and give Travant and his allies an edge while in combat. Travant’s high defense allows him to also function as a flying physical wall on flier teams. With a Def refined lance and Sturdy Stance, Travant can reach a massive 48 Def in combat with no further buffs. Because of this he can run Iote’s Shield allowing him to shrug off arrows with little worry.
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tacticsroom · 5 years ago
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Summoning Focus summary for New Heroes - Heir of Light.
Travant: King of Thracia will be available as a Grand Hero Battle reward.
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tacticsroom · 5 years ago
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Eir: Renewed Life (Unit Review)
Available at 4-5★ (Tempest Trials+ Reward)
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Lvl 40 Stats (Flaw/Neutral/Asset)
Note: As a Tempest Trials+ reward, Eir does not have access to boons/assets and banes/flaws.
HP: 35/39/42
Atk: 27/31/34
Spd: 33/36/39
Def: 18/21/24
Res: 31/34/37
Neutral BST: 161
Max Dragonflowers: 5
Skills
Weapon: Temari+ (300 SP)
Mt: 12. Rng: 2.
At the start of turn, if any foe’s Res ≤ unit’s Res -3 and foe is adjacent to another foe, inflicts Atk/Spd -5 on both foes for the duration of their next actions.
After combat, if attacked, inflicts Def/Res -7 on target and foes within 2 spaces for the duration of their next actions.
Red Dagger. Can be inherited. Can be refined.
Assist: Shove (150 SP)
Shove adjacent ally one space away.
Can be inherited.
Special: None
A: Brazen Atk/Res 3 (240 SP)
If unit’s HP ≤ 80%, grants Atk/Res+7 during combat.
Can be inherited.
B: None
C: Spd Tactic 3 (240 SP)
At the start of turn, grants Spd+6 to allies within 2 spaces. Granted only if the number of that ally’s movement type on current team ≤ 2.
Can be inherited. 
Similar Units
Note: As a Tempest Trials+ reward Eir does not have access to boons/assets or banes/flaws and therefore is not directly comparable to any summonable units.
Spring Palla: Eldest Bun-Bun (38/37/34/17/29)
Eir: Renewed Life (+1/-6/+2/+4/+5)
Eir: Merciful Death (35/32/37/14/31)
Eir: Renewed Life (+4/-1/-1/+7/+3)
Note: NY!Eir is a colored dagger while her original counterpart is a colorless dagger. Thus, they are not directly comparable.
 Hostile Springs Camilla: Steamy Secrets (38/33/35/17/28)
Eir: Renewed Life (+1/-2/+1/+4/+6)
Note: Eir is a colored dagger while Camilla is a colorless dagger. Thus, they are not directly comparable.
Builds
Budget/Low Investment:
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With her default dagger Temari+ equipped Eir will ploy opponents for Atk/Spd -5 if they are adjacent to each other at the start of her turn and if she has 3 more Res than both opponents. For this reason we’ll want to boost her Res as high as possible to both weaken her opponents and to soften hits against her.
The set on the left keeps the majority of her base kit but adds to her Res thanks to a refined dagger and seal. Attack/Res 2 is taken for its Res boost and to bolster her lackluster attack - albeit slightly. This helps stacks up the odds in Eir’s favor as she’ll want to soften her targets up before she attacks. Once she falls below or at 80% of her base HP she’ll fall into Brazen Atk/Res range adding an additional +7 Atk/Res while in combat. Desperation will then ensure that once Eir falls below or at 75% of her base HP she’ll be able to make follow-up attacks before her opponents. It’s important that players manage her HP carefully so she can stay on the offense.
The set on the right follows a similar logic as the previous build but heavily boosts her offenses with the use of Fury. Fury grants Atk/Spd/Def/Res+3 in exchange for dealing 6 damage after combat. This damage will help Eir land in Desperation range faster. Because Fury also grants an additional 3 Res, we can give Eir a Spd refine to boost her speed to higher levels. Spd/Res 2 is taken to boost both her Spd/Res but can be swapped with a Brazen seal if one wants her to deal more damage.
Eir’s seal options include but aren’t limited to: Atk+3, Spd+3, Res+3, Atk/Spd 2, HP/Res 2, Tactic skills, Brazen skills, Aerobatics, Flier Formation, Guidance, and Blow skills.
Offensive:
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Eir can be kitted out to be a powerful offensive dagger if desired.
With the addition of the new Swift Sparrow Seal, it is now possible to run Double Swift Sparrow in a kit. Doing so grants Atk/Spd +8 when initiating combat and immensely helps boost her offenses to new heights. Odd Spd Wave helps boost her Spd by +6 on odd numbered turns. Desperation will allow her to make follow-up attacks before her opponents if she doubles which she’ll most likely take up due to her high Spd. Rather than focus on her Res, we swap out her dagger for an Atk refined Barb Shuriken+ for its additional cooldown charge of -1. This turns specials such as Luna into 2 turn cooldown specials. 
With all her skills active, Eir reaches 51/51 Atk/Spd during combat.
Support:
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Temari+ allows Eir to function as a stellar support unit. 
As stated before, when using Temari+ the goal will be to get Eir to have a higher Res stat than her opponents by 3 or more. As such, we use both a Res refined dagger and Res+3 as her A skill to boost this stat. Optionally Fortress Res 3 may also be used as her A skill but note that it will take away from her attack. 
Considering Eir already comes with Spd Tactic, a Tactic seal of choice may be slapped on and combined with the multitude of Link skills we’ve received from past Tempest Trials+ units. Here we run Atk Tactic as the seal and Def/Res Link as her B skill. To finish off the set a positioning skill of choice will have to be chosen. Her native Shove may be used or swapped to another skill such as Smite. Smite will push an adjacent ally more than 2 spaces away and may help push allies past barriers to reach an otherwise out of reach target. Other positioning skills such as Reposition, Draw Back, and Swap may also be used.
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tacticsroom · 5 years ago
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Weapon Refine Review: December 2019
Refines for Arthur, Mathilda, Clive and Mia
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Arthur’s Refine
Weapon: Arthur’s Axe (400 SP)
Unique Refine: Conditional In-Combat Buffs when buffed and or inflicted with Penalties
Mt: 16. Rng: 1. If bonus granted from skills (ex. Hone, Rally) is active on unit, grants Atk/Spd/Def/Res +3 during combat. At the start of combat, if there is a penalty active on unit or if unit’s HP < 100%, grants Atk/Spd/Def/Res +5 during combat.
Analysis
Arthur’s always had a rather strange statline as an axe unit. His middling statline across the board has always left him open to multiple playstyles and sets as a unit. His newly acquired axe only seems to amplify this middle ground. So long as Arthur has a buff active on him (via Hone, Fortify, or Rally skills), he will have a constant +3 to his Atk/Spd/Def/Res while in combat. If inflicted with a penalty such as a Chill, Ploy, or Panic, he will receive +5 Atk/Spd/Def/Res while in combat. Both his +5 and +3 in-combat buffs will stack if activated at the same time, leaning the odds in our luckless hero’s favor. While he won’t be able to shake off Panic’s debuff effect, with his Axe’s dual effects will more than make up for this oversight.
Build Example
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Arthur’s new axe provides an opportunity for him to shine as an offensive hero like never before. To better serve as an offensive threat we run him with a Spd IV which we help amplify with Fury. Odd Spd Wave and Even Def Wave will ensure that Arthur is always buffed and, as a result, always receives his initial in-combat buff of +3 from his axe. An HP bane will put him at a higher risk of being inflicted with a Panic debuff which, if timed right, will not only grant Arthur an additional +5 to his stats while in combat but will be enough to affect a fight’s flow. In the event his in-combat buffs prove not to be enough we run his default Lancebreaker as a safeguard, allowing him to double lance opponents and not worry about doubles from them. This skill also disables infamous armor fighter skills such as Bold Fighter and Vengeful Fighter.
On odd-numbered turns, Arthur will reach a max of 59/49/41/35 Atk/Spd/Def/Res while in combat.
On even numbered turns, Arthur will reach a max of 59/43/47/35 Atk/Spd/Def/Res while in combat.
Mathilda’s Refine
Weapon: Knightly Lance (400 SP)
Unique Refine: Slaying Lance with Support Buffs
Mt: 16. Rng: 1. Accelerates Special trigger (Cooldown Count -1). If unit is within 2 spaces of support ally, grants Atk/Spd/Def/Res +3 to unit and that ally during combat.
Analysis
Mathlida’s refine makes use of Ally Support, an in-game mechanic where players may pair units together and grant in-combat buffs to both units if working on the same team. If Mathilda and her support ally both reach S-Rank, they will gain an in-combat buff of Atk/Spd/Def/Res+2 if next to each other and Atk/Spd/Def/Res+1 if one space away from each other. This in-combat buff can prove to be the difference between losing or winning a fight. Mathilda’s Lance simply adds on to this effect, granting an additional +3 to her and her ally’s stats while in-combat and within range of each other. As such, it’s a good idea to pair Mathilda with units that can provide buffs for her such as Titania, Seth, or Eirika. Her lance also decreases her special charge by -1, allowing her to run higher cooldown skills such as Glacies or Dragon Fang.
Build Example
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Mathilda possesses unusually high Res for a lance cavalry unit which we will be making use of with the following set. With a Res stat of 37 with a boon, we can reliably run ploy skills such as Spd and Atk Ploy to inflict her foes for -5 Atk/Spd if caught in her direction. This also allows her to use Glacies quite potently. When combined with Quick Riposte and Fierce Stance, Glacies will all but nuke her opponents. Her in-combat buffs from her Ally Support will also provide her with some additional firepower and allow her to shrug off a hit or two. One will have to watch out for her low Def; it’s recommended that she be run with an ally that can provide her with both offensive and defensive buffs to further augment her power and, in turn, augment theirs.
With all her skills active, Mathilda will reach a max of 56/37/26/42 Atk/Spd/Def/Res while in combat.
Clive’s Refine
Weapon: Lordly Lance (400 SP)
Unique Refine: Armor Effective Lance with Support Buffs
Mt: 16. Rng: 1. Effective against armored foes. If unit is within 2 spaces of support ally, grants Atk/Spd/Def/Res +3 during combat.
Analysis
Clive, when initially added, failed to provide much for players. Ultimately because of his min-maxed statline and limited skill inheritance options as a cavalry unit he was delegated to the role of simple sword counter. That role is more or less the same with his new lance. It does, however, provide Clive with both in-combat buffs and effectiveness against armor units. Lordly Lance carries the same Ally Support effect that Knightly Lance does. This means that if Clive is next to his support ally, in combat he will receive Atk/Spd/Def/Res +5 from his support and lance combined. His ally will also receive these buffs so it’s not a bad idea to pair him with an ally that can both buff him and benefit from his lance’s buffs themselves.
Build Example
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Due to his incredibly min-maxed statline, Clive works best as a defensive wall and direct sword counter. Atk/Def Bond will allow him to make great use of his lance’s in-combat buffs while granting him Atk/Def +5 when adjacent to his support ally at the same time. Since it’s unlikely that he’ll be making the first move the majority of the time, we run Close Def to bulk up his defenses. Atk Smoke will ploy opponents within 2 spaces of his target for -7 Atk after combat allowing him to take on more than one opponent. To seal the deal we run Swordbreaker, allowing Clive to counter his sword wielding opponents. 
With all his skills active, Clive reaches a max of 59/30/43/30 Atk/Spd/Def/Res during combat.
Mia’s Refine
Weapon: Resolute Blade (400 SP)
Unique Refine: True Damage based on Speed
Mt: 16. Rng: 1.  Grants Atk +3. Deals +10 damage when special triggers. If unit’s Spd > foe’s Spd, deals damage = 70% of difference between stats (Maximum bonus of +7 damage. Combos with Phantom Spd).
Analysis
Mia’s blade gains a much deserved upgrade with the latest set of refines. Already a fast sword unit, her sword amplifies the need for speed granting her a maximum of +7 additional damage if her speed is 10 higher than her opponent. This additional damage will be added to her special if she’s run with an AOE special such as Blazing Wind or Growing Light but not with specials such as Moonbow or Glimmer. 
Build Example
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Mia’s primary goal is to ensure she is always faster than her opponent. To accomplish this, we’ll be running skills that boost her speed and ultimately rely on speed checks. We keep Flashing Blade so that, once she does fall into Desperation range, she can activate Moonbow almost immediately while in combat. Considering that she deals +10 damage when her special actives thanks to her sword’s default effects, her specials will prove to be quite powerful. Odd Spd Wave is taken to grant Mia +6 Spd on odd numbered turns. Phantom Spd, meanwhile, will grant her +10 Spd if Mia runs a skill that checks her Spd against an opponent’s. Resolute Blade’s unique refine and Flashing Blade fall into this category, granting her this additional speed buff. 
With all her skills in effect, Mia will reach a max of 59 Spd while in combat.
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tacticsroom · 5 years ago
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Summoning Focus summary for Special Heroes - Renewed Spirit.
Eir: Renewed Life will be available as a Tempest Trials+ reward.
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tacticsroom · 6 years ago
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Blog Update (12-23-19)
It’s been a while since our last update post, but I’d like to start this update by saying thank to all of you who have been following and reading our reviews until this point and especially to the other mods. Without their help, this blog would have been undoubtedly very difficult to keep active. Our first year of running this blog is soon coming to a close, and I hope that you have all appreciated our work as much as we appreciate the support you have given us through the months.
With that being said, I will say that as time has passed, keeping up with our reviews for newly released units has become more and more taxing. While I am committed to the blog and would hate to neglect it, trying to squeeze in reviews between not just my other obligations but other hobbies as well, writing full unit reviews has personally ended up being quite strenuous. This has especially been the case recently as new units have been released quite frequently on top of personal responsibilities, and the other mods feel similarly.
As a result, most of the mods, myself included, will be taking an indefinite break from future unit reviews until further notice. This excludes Mod Asama, who will continue activity on the blog as usual (for clarity, they are generally responsible for Grand Hero Battle/Tempest Trials+ reward units, 3-4★ units, and generally free-to-play units as well as header images for our posts. This hiatus does not necessarily mean that asks/submissions will go unanswered as well - if anything, I would welcome them as giving 1-to-1 advice would be a nice change of pace from and hardly as demanding as a full unit review, so if you would like help with a certain unit or build or just have any question about FEH in general, please don’t hesitate to send it our way.
I hope you all understand our decision and won’t be too disappointed by the lack of new reviews, and more importantly I wish you all happy holidays and a happy new year.
-Mod Lucius
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tacticsroom · 6 years ago
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Summoning Focus summary for Legendary Heroes - Celica.
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tacticsroom · 6 years ago
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Jaffar: Angel of Night (Unit Review)
Available at 4-5★ (Tempest Trials+ Reward)
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Lvl 40 Stats (Flaw/Neutral/Asset)
Note: As a Tempest Trials+ reward, Jaffar does not have access to boons/assets and banes/flaws.
HP: 41/44/47
Atk: 32/35/38
Spd: 34/37/40
Def: 27/31/34
Res: 24/27/31
Neutral BST: 174
Max Dragonflowers: 5
Skills
Weapon: Minty Cane+ (400 SP)
Mt: 12. Rng: 2. 
When unit deals damage to foe during combat, restores 5 HP to unit (Effect triggers even if unit deals 0 damage). If unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target after combat for the duration of their next actions.
Green Dagger. Can be inherited. Can be refined.
Assist: Reciprocal Aid (150 SP)
Swap HP with an adjacent ally (Neither unit will be able to go above their max HP).
Can be inherited.
Special: None
A: Def/Res Bond 3 (240 SP)
If unit is adjacent to an ally, grants Def/Res +5 during combat.
Can be inherited. 
B: None
C: Goad Armor (200 SP)
Grants Atk/Spd +4 to armor allies within 2 spaces during combat. Requires Spur Atk 2 or Spur Spd 2.
Can be inherited. Armors only.
Analysis 
Not to leave Nino without company comes Jaffar, the latest armor dagger unit added to FEH. As an armored dagger he is one of only a handful of units with every one of them being seasonal locked. While he retains his high speed and offensive potential that remains on his original counterpart, being a green armored dagger does bring its troubles.
Jaffar’s offenses start at 35/37 Atk/Spd, allowing him to capitalize on his player phase with little trouble. His defenses, starting at 31/27 Def/Res, allow him to take a hit or two and make him fairly well balanced. Jaffar’s main issues fall in being both a colored dagger and an armor. Being a colored dagger means that he gets subjected to the weapon triangle. Green units are weak against Red units and are strong against Blue units. While this does boost how much damage Jaffar will do to blue units, he will also be subjected to heavier amounts of damage from Red units. Being an armored unit limits Jaffar’s mobility and leaves him vulnerable against armor effective weapons. Jaffar leans towards his player phase and if he can’t position himself properly to deal as much damage as possible he’s more or less a sitting duck. Positioning will be crucial to make the best use of Jaffar.
His weapon, Minty Cane+, will heal Jaffar each time he attacks for 5 HP. This extra boost of HP can be crucial and may be the difference between winning or losing a fight. His dagger also allows him to make some use of Reciprocal Aid, helping him function as a backup healer of sorts. It may also be used to lower his HP into a skill’s range such as Brazen Atk/Def or Desperation.  Def/Res Bond and Goad Armor encourages Jaffar to be close to armor allies, allowing him and his team to gain in-combat buffs. If not being utilized on an armor team, his C skill may be swapped for something else.
Jaffar’s status as an armored dagger makes him unique in his own right. While positioning will prove to be crucial, Jaffar can easily prove to be an effective ally if used properly. On his first merge, Jaffar will gain HP/Atk+2 and Spd+1.
Reasons to Invest in Jaffar
You like Jaffar and intend to use him in a core team, whether it be for Arena, Aether Raids, or an Infantry team
You’re interested in building Jaffar due to his class as an armor dagger. Armored daggers are rare in FEH and are seasonal-locked.
You have obtained all or most previous copies made available and do not mind the grail cost
Reasons NOT to Invest in Jaffar
You don’t intend on using him as a core on any team or in any PVE game modes such as Rival Domains or Grand Conquest
You don’t play Aether Raids and have no interest in obtaining grails
You consider Jaffar’s playstyle and base kit uninteresting and would rather fodder her skills off to other heroes you use
You already have an invested dagger unit that you already use on your core Arena & or Aether Raids team
Similar Units
Note: As a Tempest Trials+ reward Jaffar does not have access to boons/assets or banes/flaws and therefore is not directly comparable to any summonable units.
Halloween Dolza: Harvest Attendant (45/38/29/35/27)
Jaffar: Angel of Night (-1/-3/+8/-4/+0)
Note: Jaffar is a colored armor dagger while Dolza is a colorless dagger. Thus, they are not directly comparable.
Halloween Niles: Forbidden Tease (37/34/39/25/29)
Jaffar: Angel of Night(+7/+1/-2/+6/-2)
Note: Jaffar and Niles are both different weapon types and weapon colors. Thus, they are not directly comparable.
Winter Marth: Royal Altean Duo (42/36/41/30/25)
Jaffar: Angel of Night (+2/-1/-4/+1/+2)
Note: Jaffar and Marth are both different weapon types and weapon colors. Marth is also a Duo hero that grants him and his allies access to additional effects. Thus, they are not directly comparable.
Builds
Budget/Low Investment:
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Jaffar can easily suffice with minimal investment. 
The set on the left utilizes bond skills improving both his offenses and defenses. Since Jaffar naturally comes with Def/Res Bond we can also stack on Atk/Spd Bond as his seal to boost each stat by +5 when next to an ally. To make use of his high Spd we’ll be using a Spd refined Minty Cane+ and Desperation. Desperation will allow him to make an immediate follow-up attack if he doubles his foe and has at or less than 75% of his HP. Moonbow is used for its low cooldown charge and to chip an enemy’s defenses. With all his skills active, Jaffar reaches 52/44/36/32 Atk/Spd/Def/Res.
The set on the right utilizes a mix of Bond/Stance skills as well as Wary Fighter. While placing Wary Fighter denies Jaffar his chance to make follow-up attacks, it also denies enemies multiple follow-up attacks. 37 is close to middling in terms of speed and with more units being released having high Spd stats it never hurts to impede that Spd as much as possible. Jaffar may also then take his time, picking his opponents carefully to deal as much damage as possible while avoiding damage at the same. With all his skills active, Jaffar reaches 53/36/35 Atk/Def/Res during combat.
Jaffar’s seal options include but aren’t limited to: Atk+3, Spd+3, Def+3, Res+3, Atk/Spd 2, Def/Res 2, Spd/Res 2, Brazen skills, Bond skills, Stance skills, Distant Def, Wave skills, Flashing Blade, Brash Assault and Armored Boots.
Offensive:
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Jaffar, being a dagger, leans towards his offenses. With a multitude of daggers and skills at his disposal, Jaffar can be built into an offensive force.
The set on the left makes use of Bold Fighter for guaranteed follow-up attacks as well as a faster special cooldown. Bold Fighter will charge Jaffar’s special, Draconic Aura, by +2 for each attack. This means that following his opponent’s counterattack, his special will activate. Because Bold Fighter is a player phase skill, we use Death Blow to grant +6 Atk to Jaffar if he initiates combat. Smoke Dagger will, after combat, ploy his target and enemies within 2 spaces of his target for Atk/Spd/Def/Res -6. This further improves Jaffar’s chances of surviving against his opponents and opens opportunities for him or an ally to finish off opponents with ease.
The set on the right decks Jaffar out to be similar to any other offensive dagger. Life and Death and Odd Spd Wave are both used to improve his offenses. Ouch Pouch provides a 2 turn cooldown to a special. This means that a special like Moonbow is ready on Turn 1. To ensure that Moonbow constantly activates we run Flashing Blade and Desperation. Flashing Blade will reduce a unit’s cooldown if, when they attack, are faster than their opponent. With Jaffar reaching a max of 50 Spd with this set, outspeeding his opponents will come easy to him. Desperation will ensure that he makes follow-up attacks before his opponent may counterattack. This also provides him the chance to activate Moonbow in combat.
High Investment:
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Being an armor dagger, Jaffar has access to powerful skills with a potent statline to match. The following sets are intended for players who plan on fully investing in the Angel of Night.
The set on the left focuses on Jaffar’s sustainability. Lethal Carrot will deal +10 damage when a special activates. If we combine this with Noontime and Special Fighter, Jaffar can heal up for a decent chunk of HP if attacked. Special Fighter will provide Jaffar with Guard and allow him to charge his special faster regardless of phase. This ensures that Noontime is up nearly half the time allowing him to heal every other hit so long as he stays within his fighter skill’s range. Close Counter allows him to retaliate against opponents regardless of their range. Atk/Def Oath will grant him Atk/Def +5 if next to an ally, encouraging him to be near an armor ally with Armor March or a spur. With all his skills active, Jaffar reaches 57/44/40/36 Atk/Spd/Def/Res while in combat.
The set on the right focuses on Jaffar’s self sustainability while boosting his offenses/defenses at the same time. Pumpkin-a-Box+ boosts Jaffar’s stats by +3 in exchange for dealing 6 damage after each round of combat much like Fury would. Mystic Boost counterattacks this chip damage however as it heals for 6 HP after each round of combat regardless if Jaffar fought or not. Mystic Boost will also disable weapons and skills that negate damage using the lower of a unit’s Def/Res such as dragon breaths and Wrathful Staffs. All this frees up Jaffar’s A skill in which we run Warding Stance 4 which grants+8 Res if attacked and has Guard built into it. This protects Jaffar from in-combat specials. We then stack on Steady Posture as his seal to improve his Spd/Def by +4 when attacked. Joint Hone Atk will grant Jaffar and an ally with +5 Atk at the start of each turn. With all his skills active, Jaffar reaches 60/49/42/45 Atk/Spd/Def/Res while in combat.
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tacticsroom · 6 years ago
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Peony: Sweet Dream (Unit Review)
Available at 5★ (Mythic Hero, Book IV Hero)
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Lv. 40 Stats (Flaw/Neutral/Asset)
HP: 34/38/41 Atk: 28/31/34 Spd: 33/36/39 Def: 12/16/19 Res: 21/24/28
Neutral BST: 145
Max Dragonflowers: 5
Mythic Effect: Light Boost: HP+5, Spd+4
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Skills
Weapon: Flower of Joy (400 SP)
Mt: 14. Rng: 2. Grants Res+3. Grants Atk/Spd+3 to any ally in a cardinal direction from unit during that ally's combat.
Blue Tome. Cannot be inherited. Cannot be refined.
Assist: Gentle Dream (400 SP)
Grants another action to target ally. Grants Atk/Spd/Def/Res+3 and the following status to target ally and allies in cardinal directions of unit and target (excluding unit): "Unit can move to a space adjacent to any ally within 2 spaces." (That turn only. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.) 
Cannot be inherited.
Special: None
A: B Duel Flying 3 (300 SP)
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Can be inherited. Blue, Flying only.
B: Wrath 3 (240 SP)
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Can be inherited. Cannot use: Cavalry, Flying, Ranged.
C: Even Atk Wave 3 (240 SP)
At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Can be inherited.
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Analysis
A new free unit with the arrival of Book IV, Peony’s addition provides players with a powerful refresher support unit with unique skills that although are not potent enough to outperform Legendary Azura are enough to make her nearly as powerful at virtually no cost.
Being a flying refresher is incredibly valuable in itself due to the additional mobility and flexibility that comes with the typing. However, Peony’s unique skills, Flower of Joy and Gentle Dream, are truly what provide her unmatched utility. Gentle Dream in particular holds immense value by providing full +3 buffs on refresh, something that other refreshers would either need a unique weapon or Dance skills to achieve, as well as granting her allies a warping effect in an AoE which significantly increases her allies’ amount of options in battle and at present no other unit can provide the same level of mobility. Flower of Joy also holds a powerful niche, capable of providing full +3 stat boosts in cardinal directions regardless of distance. Combined with Gentle Dream, Peony is thus capable of boosting all of a units stats by +6 with ease and only with two skills.
While Peony lacks any meaningful stats with workable Spd but poor Atk and mediocre magical bulk, Peony lacks any real potential for direct combat, though with her immense utility on the field this hardly poses a problem as she more than pulls her weight without fighting. Additionally, with a unique weapon and assist, a Duel skill, and maximum SP skills in her B and C Skill slots, Peony’s low BST as a refresher doesn’t hold back Arena scoring even without investment, bar her empty Special slot.
Peony prefers boons/assets in Res (superboon) and Spd. Her preferred banes/flaws are Def (superbane), HP (superbane), and Atk.
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Similar Units
Azura: Vallite Songstress (33/30/35/17/24)
Peony: Sweet Dream (+5/+1/+1/-1/+0)
Ninian: Bright-Eyed Bride (34/28/33/18/27)
Peony: Sweet Dream (+4/+3/+3/-2/-3)
Ishtar: Thunder’s Waltz (36/34/36/16/22)
Peony: Sweet Dream (+2/-3/+0/+0/+2)
Rinea: Reminiscent Belle (38/30/33/23/28)
Peony: Sweet Dream (+0/+1/+3/-7/-4)
Shigure: Dark Sky Singer (34/31/29/21/24)
Peony: Sweet Dream (+4/+0/+7/-5/+0)
Azura: Young Songstress (36/33/29/17/25)
Peony: Sweet Dream (+2/-2/+7/-1/-1)
Rinea: Reminiscent Belle (38/30/33/23/28)
Peony: Sweet Dream (+0/+1/+3/-7/-4)
Corrin: Novice Vacationer (34/31/34/22/26)
Peony: Sweet Dream (+4/+0/+2/-6/-2)
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Build Suggestions
Note: At the time of writing, fehstuff.com’s unit builder does not have Flower of Joy registered as a skill for Peony: Sweet Dream. Please treat the appropriate builds as though they have Flower of Joy equipped rather than Shine+ and as though the stats are not buffed.
Budget/Low Investment:
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While B Duel Flying doesn’t directly contribute much to fights, there should hardly ever be much reason for Peony herself to engage in combat, thus Peony’s base kite does not require any changes to be effective. There are a wide variety of support/utility Sacred Seals available, though Chill Atk in particular works well in improving her team’s survivability combined with her Fortify Res 4 and unique skills. Aerobatics provides her with extra mobility on mixed teams to then refresh and provide the same mobility to the rest of her team.
Fury 3 notable improves Peony’s bulk and Spd to help her make it through a fight in the event that she must, with Moonbow to slightly improve her offenses. Wings of Mercy can be used instead of Aerobatics especially with allies that take recoil damage.
Utility:
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Though Peony’s base Res is middling, her access to a superboon and Flower of Joy’s +3 Res allows her to push it quite high anyway, thus allowing her to further support her team with debuffs from Sabotage and Ploy skills while also being fairly capable of taking enemy mages. Fury 4 and Resistance +3 increase Peony’s visible Res while also giving her offenses a boost, though she can also completely forgo her offenses and use Fort. Def/Res 3 in the A Skill slot and Fortress Res as her Sacred Seal with an Atk bane, putting her at 42 visible Res.
Peony can also use Triangle Adept and breaker to help her team cover more ground, being a simple counter to whatever weapon type is chosen. Using a Raven tome allows her to also somewhat counter colorless enemies, though she can also simply keep Flower of Joy and counter just red enemies.
Arena Core:
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With such incredible utility and well-scoring default skills, Peony is an excellent candidate for an Arena Core/Support unit. The Special, B Skill, C Skill, and Sacred Seal are flexible. Blue Flame notably can work well with Peony’s playstyle as she and her allies will often and easily be adjacent due to Gentle Dream’s effect.
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tacticsroom · 6 years ago
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Summoning Focus summary for Special Heroes: Glorious Gifts.
Jaffar: Angel of Night will be available as a Tempest Trials+ reward.
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tacticsroom · 6 years ago
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Ursula: Clear-Blue Crow (Unit Review)
Available at 5★ (Special Hero)
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Keep reading
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