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Analysis by Wecondo12
Duessel - Obsidian

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 41
ATK 39
SPD 18
DEF 39
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 8 4 8 6
Middle 19 9 5 9 7
High 20 10 6 10 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 36 14 36 28
Middle 41 39 18 39 31
High 44 43 21 43 34

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Skill Sets

Final Flash! (Defensive)

Build by Wecondo12
Recommended
Obsidian Lance A Distant Counter
Positional Assist B Lull Atk/Def 3
Noontime
Alternate: Bonfire
C Pulse Smoke 3
IVs

+ATK or +DEF or +RES / -SPD

SAtk/Def Solo 3
Alternate: Distant Def 3

Show Explanation/Analysis

Weapon: Obsidian Lance

Assist: Positional Assist

Special: Noontime / Bonfire

Passive A: Distant Counter

Passive B: Lull Atk/Def

Passive C: Rouse Atk/Def / Preference

Sacred Seal: Atk/Def Solo / Distant Def / Mirror Stance

  • Duessel performs extremely well as an Enemy Phase unit, as his Obsidian Lance gives him a significant boost to his damage output and durability due to the debuffs it inflicts on foes as well as it’s guaranteed follow-up attack. Coupled with his naturally high Attack and good defenses, Duessel can easily tank and KO many offensive threats during Enemy Phase, and Distant Counter makes him a significant threat to a plethora of ranged units as well.
  • Lull Atk/Def is Duessel’s best choice of B slot, negating his foe’s Attack and Defense buffs in addition to debuffing their Attack and Defense by 3, giving him extra staying power and damage output.
  • Pulse Smoke is a fantastic C slot skill for Enemy Phase units due to it’s ability to slow down enemy Specials, but it can be freely swapped according to the team’s needs.
  • Lastly, sacred seals such as Atk/Def Solo and Distant Def round out Duessel’s kit nicely due to the additional stats they provide.

Prince of all Lances (Player Phase)

Build by Wecondo12
Recommended
Obsidian Lance A Atk/Def Solo 4
Alternate: Heavy Blade 4
Positional Assist B Lull Atk/Def 3
Bonfire C Rouse Atk/Def 3
IVs

+ATK or +DEF or +RES / -SPD

SAtk/Def Solo 3

Show Explanation/Analysis

Weapon: Obsidian Lance

Assist: Positional Assist

Special: Bonfire

Passive A: Atk/Def Solo 4 / Heavy Blade 4 / Death Blow 3

Passive B: Lull Atk/Def

Passive C: Rouse Atk/Def / Preference

Sacred Seal: Atk/Def Solo / Heavy Blade

  • Duessel makes his debut in Fire Emblem Heroes as a lance cavalier with solid stats and a great personal weapon that allows him to perform well on both offense and defense.
  • Duessel’s Obsidian Lance is the source of his power, as it inflicts a -6 Attack and Defense debuff to foes in combat in addition to granting him a guaranteed follow-up Attack on both phases as long as he’s not adjacent to an ally.
  • Duessel’s innate Bonfire is a fantastic Special option, giving him a massive burst of damage when it triggers thanks to scaling off his excellent Defense.
  • Atk/Def Solo 4 synergizes brilliantly with Duessel’s Obsidian Lance, granting him even more stats during combat for the simple condition of not being adjacent to any allies. Heavy Blade 4 is also a solid option, thanks to Duessel’s incredibly high Attack, giving him an additional 5 True Damage and accelerating his Special activations when his Attack is higher than the foe’s. Death Blow can also be used to good effect on a budget.
  • Duessel’s innate Lull Atk/Def is a great option as it gives him additional durability and damage output while negating his foe’s visible Attack and Defense buffs.
  • Rouse Atk/Def is a solid option for Duessel, but it can be freely swapped according to the team’s needs.
  • Finally, the Atk/Def Solo sacred seal rounds out Duessel’s kit nicely, granting him even more offensive power while increasing his defense when he’s not adjacent to any allies. Duessel can also use the Heavy Blade sacred to accelerate his Special activations if unused in the A slot.

Strengths

Excellent Attack and Defense

Duessel’s Attack and Defense are both extremely high at base 39 respectively, and Duessel will have little trouble tanking physical foes or dishing out damage.

Obsidian Lance

Duessel’s Obsidian Lance is a powerful weapon, granting him a guaranteed follow-up attack on both phases in addition to significantly reducing the foe’s Attack and Defense in combat as long as he’s not adjacent to any allies, a fairly trivial condition to fulfill considering how powerful his weapon is.

Cavalry

Duessel’s status as a cavalier gives him excellent movement and access to class exclusive buffs.

Weaknesses

Cavalry

While Duessel reaps many benefits from his status as a cavalier, it also incurs severe terrain penalties and a weakness to cavalry effective weaponry, and while Duessel can potentially survive physical cavalry effective weapons thanks to his high Defense, units with magical effective weaponry such as Micaiah will have little trouble KO’ing Duessel, as his Resistance is only slightly above average.

Terrible Speed

Duessel’s pitiful base 18 Speed ensures that all but the slowest of foes will perform follow-up attacks against him. His low Speed also leaves him incredibly reliant on his Obsidian Lance to perform Follow-Up attacks, rendering him extremely weak to units with Null Follow-Up that he cannot KO in a single hit. Of particular note is Young Merric, who completely shuts Duessel down with his exclusive weapon and can easily KO him in a single round thanks to his strong offenses and weapon triangle advantage.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Obsidian Lance

Grants Def+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Qiang
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Bonfire

Boosts damage dealt by 50% of unit's Def.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Def/Res Solo 1

If unit is not adjacent to an ally, grants\nDef/Res+2 during combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Def/Res Solo 4

If unit is not adjacent to an ally, grants Def/Res+7 during combat.

Inheritable by all units.
Unlocks at 3 ★
300
A
Def/Res Solo 3

If unit is not adjacent to an ally, grants Def/Res+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Def/Res Solo 4

If unit is not adjacent to an ally, grants Def/Res+7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Lull Atk/Def 1

Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 3 ★
60
B
Lull Atk/Def 2

Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
120
B
Lull Atk/Def 3

Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Unlocks at 5 ★
240
B
Rouse Def/Res 1

At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
C
Rouse Def/Res 2

At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
C
Rouse Def/Res 3

At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Sacred Stones

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