- Default
- Attack
- Special
- Injured
Priam - Radiant Hero |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 10 | 9 | 10 | 3 |
Middle | 18 | 11 | 10 | 11 | 2 |
High | 19 | 12 | 11 | 12 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 38 | 37 | 32 | 22 |
Middle | 40 | 41 | 40 | 35 | 26 |
High | 43 | 45 | 44 | 38 | 29 |
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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Ike at home (Defensive)
Ancient Ragnell | A | Atk/Res Unity Alternate: Mirror Stance 3 |
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Positional Assist | B | Null Follow-Up 3 | |
Noontime Alternate: Ignis |
C | Pulse Smoke 3 | |
IVs | +ATK or +SPD or +DEF / -RES | S | Steady Breath |
Weapon: Ancient Ragnell
Assist: Positional Assist / Preference
Special: Noontime / Ignis / Bonfire
Passive A: Atk/Res Unity / Mirror Stance 3 / Atk/Def Unity / Atk/Def Ideal 4
Passive B: Null Follow-Up
Passive C: Pulse Smoke / Preference
Sacred Seal: Steady Breath
- As is the case with many modern infantry swords, Priam is blessed with an excellent statline and a stacked base kit, but his exclusive ragnell is incredibly lacking compared to the insanity that is Chaos Ragnell or the generally good Refined Ragnell. Still, as an innate DC weapon it gives Priam a free A slot which he can take plenty of advantage of, and free stats for existing is always a plus.
- Null Follow-Up is pivotal in modern Feh due to the sheer amount of automatic follow up weapons and skills in the game. And as a nice bonus Priam has it in his base kit, meaning one doesn’t have to go out of their way to inherit it.
- Unity and Stance skills are the best option for Priam’s free A slot, which one is picked depends on whether debuff mitigation or the Guard effect is more desired. Priam’s innate Atk/Def Ideal can also be used if there are no alternatives available.
- The Steady Breath seal gives Priam much faster access to his specials during enemy phase, in particular making Ignis trigger after two attacks and Noontime trigger instantly when he’s attacked. Other Defensive sacred seals such as Mystic Boost and Mirror Stance can be used in it’s place if another unit on his team is using the seal, however.
Are you sure he isn’t just a random hobo? (Spurn)
Ancient Ragnell | A | Kestrel Stance 3 Alternate: Atk/Spd Unity |
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Positional Assist | B | Spurn 3 Alternate: Close Call 3 |
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Noontime | C | Pulse Smoke 3 | |
IVs | +SPD / -RES | S | Atk/Spd Solo 3 Alternate: Steady Breath |
Weapon: Ancient Ragnell
Assist: Positional Assist / Preference
Special: Noontime
Passive A: Kestrel Stance 3 / Atk/Spd Unity / Atk/Spd Ideal 4
Passive B: Spurn / Close Call
Passive C: Pulse Smoke / Preference
Sacred Seal: Atk/Spd Solo / Spd/Res Solo / Steady Breath / Darting Breath
- Priam has enough Speed to function decently well as a Spurn tank, but such a build sacrifices Null Follow-Up on him due to him lacking the effect in his weapon, which can cause issues against foes that can either prevent follow-up attacks or guarantee their own(And a lot of the time both). Close Call is functionally the same as Spurn for the purposes of this build aside from losing a bit of special damage, so it can be a decent substitute if Spurn is unavailable.
- Priam will still want Stance 3 or a Unity skill for the Guard effect or debuff mitigation respectively, although he’ll want to stack as much Speed as possible to take full advantage of his B slot’s damage reduction. The same goes for his choice of seal and whether one wants more raw stats or the ability to charge specials more quickly.
Strengths
Statline
Priam is gifted with the obligatory new gen Infantry sword statline, and it lacks any major weak spots aside from his middling Resistance.
Ancient Ragnell
Priam’s Ancient Ragnell is essentially an Inbuilt Distant Counter weapon with free stats on top, giving him a great deal of flexibility with the skills he runs.
Weaknesses
Middling Resistance
Priam joins many in the ranks of the “Magic makes me cry” club. While base 26 Resistance isn’t horrible, it makes his matchups with hard hitting magic users more difficult without additional investment into his Resistance or the aid of damage reduction.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Sword Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Sword Units.
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50 | 1 | 6 |
Steel Sword Learns by default at 2 ★ Unlocks at 2 ★
Only Inheritable by Sword Units.
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100 | 1 | 8 |
Silver Sword Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Sword Units.
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200 | 1 | 11 |
Ancient Ragnell Grants Def+3. Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 50% or【Bonus】is active on unit, inflicts Atk/Def-6 on foe 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). Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Devourer |
Arcane Éljúðnir |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Atk/Def Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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 |
Atk/Def Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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 |
Atk/Def Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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 |
Atk/Def Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Def+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 |
Null Follow-Up 1 At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only Unlocks at 1 ★ |
60 | B |
Null Follow-Up 2 At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only Unlocks at 2 ★ |
120 | B |
Null Follow-Up 3 Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only Unlocks at 4 ★ |
240 | B |
Rouse Spd/Def 1 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 2 ★ |
60 | C |
Rouse Spd/Def 2 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 3 ★ |
120 | C |
Rouse Spd/Def 3 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | C |
Rouse Spd/Def 4 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 and【Null Panic】to unit for 1 turn. 【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) Excludes Armor and Flying units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Awakening
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