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Analysis by Naz
Medeus - Earth-Dragon King

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
183
HP 40
ATK 44
SPD 18
DEF 38
RES 43

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 2 11 9
Middle 18 11 3 12 10
High 19 12 4 13 11

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 40 15 35 39
Middle 40 44 18 38 43
High 43 47 21 41 46

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

Hard 5 (AR-D Focus/Frontliner)

Build by Naz
Recommended
Shadow Breath A Def/Res Ideal 4
Alternate: Distant Ward
Positional Assist B Assured Rebirth
Iceberg
Alternate: Escutcheon
C Canto Control 3
Alternate: Time's Pulse 3
IVs

+ATK or +DEF or +RES

SAtk/Def Form 3
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Preferred IV: +ATK or +DEF or +RES

  • Assets in either Attack, Defense, or Resistance grant Medeus additional power and survivability. A Res asset can be particularly useful in the activation of Medeus’ skills. 

Weapon: Shadow Breath

Assist: Positional Assist / None

  • It is sometimes ideal to not have any positional assist at all on Aether Raids defense so the AI can move units forward  unimpeded.

Special: Glimmer / Iceberg / Glacies / Escutcheon / Sacred Cowl 

  • Damaging Specials such as Iceberg and Glacies hit extraordinarily hard through scaling off of Medeus’ exceptional Res stat while Glimmer can be readily active thanks to its low cooldown.
  • Escutcheon and Sacred Cowl grant damage reduction that cannot be bypassed by most skills, making Medeus even more difficult to take out in a single round of combat.

Passive A: Ideal Skills / Distant Counter Skills

  • Ideal skills such as Medeus’ native Def/Res Ideal grant the maximum possible stat boost for Medeus during both player and Enemy Phase.
  • Distant Counter skills such as Distant Ward prevent ranged opponents from safely initiating on Medeus granted they cannot disable counterattacks. 

Passive B: Assured Rebirth

  • Given you have a staff and/or dragon ally to pair alongside Medeus, you can reach a maximum damage reduction of 60%, making Medeus incredibly difficult to defeat without nullifying skills.

Passive C: Canto Control / Time’s Pulse / Flexible

  • Canto Control is an exceptionally useful skill that severely cripples or outrights stops foe’s skills that grant additional movement after combat. 
    • This will not activate if the opponent is defeated in the same round of combat.
  • Time’s Pulse assists in Special cooldown by granting -1 at the start of turn given the timer is at its maximum value.
  • The C slot can otherwise be replaced as needed to suit the team.

Sacred Seal: Form Skills / Hardy Bearing / Quickened Pulse

  • Form Skills such as Atk/Res Form grant a significant amount of stats given a condition that synergizes well with Medeus’ skills. 
  • Hardy Bearing is a useful check by disabling any of the opponent’s skills that change attack priority such as Desperation and Vantage.
  • Quickened Pulse can further aid in the initial activation of Medeus’ Special by granting -1cd at the start of the first turn.

Strengths

Shadow Breath

In addition to the somewhat expected litany of stats and follow-up prevention that this weapon provides to Medeus, Shadow Breath grants to both Medeus as well as nearby allies En Garde, a status that protects from any form of out of combat damage such as poison strike or the bolt tower structure.

Assured Rebirth

Taking the existing effect of Dragon Wall, Assured Rebirth grants a potential additional 20% in damage reduction given a nearby dragon or staff wielding ally. Furthermore, it provides Medeus with a guaranteed follow-up attack when he has more Res than his opponent.

Extraordinary Attack

44 base Attack unga bunga hit hard

Exceptional Bulk

High values in Defense and Resistance allow Medeus to take hits well and make effective use of scaling Specials such as Glacies.

Infantry

The benefit of being infantry comes with access to exceptional exclusive skills for both support and combat.

Weaknesses

Glacial Speed

Without the benefit of his weapon, Medeus’ base 18 Speed isn’t doing him any favors when it comes to avoiding follow-up attacks or overcoming Dodge skills

Vulnerable to Effective Damage

Medeus will take greatly increased damage from dragon-effective weapons.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 2 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Shadow Breath

Grants Atk+3. At start of turn, grants Atk/Res+6 and【En Garde】to unit and allies within 2 spaces of unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Res-6 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.  【En Garde】 Neutralizes damage outside of combat (from skills like Poison Strike, structures like Bolt Tower, etc.) except damage dealt by area-of-effect Specials.

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

Special Skills

Special Skills SP Turns
Chilling Wind

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

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

Boosts damage dealt by 80% of unit's Res.

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

Passive Skills

Passive Skills SP Slot
Def/Res Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+3 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 2 ★
60
A
Def/Res Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+4 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
120
A
Def/Res Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+5 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
240
A
Def/Res Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+7 to unit during combat. At start of combat, if unit's HP = 100%, and【Bonus】is active on unit, grants an additional Def/Res+2 to unit during combat.

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
300
A
Assured Rebirth

If unit's Res > foe's Res, unit makes a guaranteed follow-up attack. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = number of staff or dragon allies within 3 spaces of unit × 20, and also, if unit's Res > foe's Res, difference between stats × 4 (max 40%; total max 60%).

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Canto Control 1

If foe within 2 spaces of unit triggers Canto, inflicts【Canto Control】on that foe. 

【Canto Control】

Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.

Infantry Units Only
Unlocks at 1 ★
60
C
Canto Control 2

If foe within 3 spaces of unit triggers Canto, inflicts【Canto Control】on that foe. 

【Canto Control】

Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.

Infantry Units Only
Unlocks at 2 ★
120
C
Canto Control 3

If foe within 4 spaces of unit triggers Canto, inflicts【Canto Control】on that foe. 

【Canto Control】

Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.

Infantry Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem

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