- Default
- Attack
- Special
- Injured
Salem - Dark Sage |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 16 | 9 | 9 | 2 | 9 |
Middle | 17 | 10 | 10 | 3 | 10 |
High | 18 | 11 | 11 | 4 | 11 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 38 | 35 | 33 | 15 | 35 |
Middle | 41 | 38 | 36 | 18 | 38 |
High | 44 | 41 | 39 | 21 | 41 |
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 |
---|---|---|---|---|
Skill Sets
The Usual (Player Phase Offense)
Rauðrvulture+ (+Spd) Alternate: Unity Blooms+ (+Spd) |
A | Atk/Spd Ideal 4 Alternate: Atk/Spd Boosting A Slot |
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Positional Assist | B | Null Follow-Up 3 Alternate: Special Spiral 3 |
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Moonbow Alternate: Glimmer |
C | Atk/Res Menace | |
IVs | +Atk or +Spd / -Def | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Rauðrvulture+ (+Spd) / Unity Blooms (+Spd)
Assist: Positional Assist / Flexible
Special: Moonbow / Glimmer / Flexible
IVs: +Atk or +Spd / -Def
Passive A: Atk/Spd Boosting A Skill / Flexible
Passive B: Null Follow-Up / Special Spiral / Flexible
Passive C: Atk/Res Menace / Flexible
Sacred Seal: Blade Session / Flexible
- Salem’s high Atk and Spd allow him to function decently well as a player phase unit, though the options available for red tomes leave much to be desired. Rauðrvulture is a solid choice that debuffs his foe’s Atk and Res by 5 in combat so long as Salem is not adjacent to an ally, and provides an additional in-combat debuff equal to any visible penalty they have in those stats, effectively increasing Salem’s damage. This effect combines very well with Atk/Res Menace, or with a teammate using a skill like Sabotage Res or Chill Res that provides a Res penalty. Unity Blooms is also a solid choice that provides the same -5 Atk and Res debuff on Salem’s foe so long as Salem is within two spaces of an ally, and also heals him by 4 HP during combat whenever he attacks. This is a better choice if Salem is used on a team where he will generally be adjacent to an ally.
- The other skills are generally chosen to boost Salem’s Atk and Spd and allow him to follow-up attack more easily. Null Follow-Up disables any skills that guarantee his foe’s follow-up or block his own, making follow-ups totally dependent on Spd. Special Spiral charges Salem’s Special by 2 after combat if he activated it before or during that combat, so in combination with a 2-cooldown Special like Moonbow, Glimmer, or Ruptured Sky, can allow him to essentially keep it constantly charged after his first activation. This can be a better option than Null Follow-Up since it loads Salem’s damage onto his first attack, potentially allowing him to KO some foes before they can counterattack.
- Blade Session seal provides a boost of up to +9 Atk and Spd if Salem acts after at least two of his allies have ended their turns, while other seals like Atk/Spd Solo can provide a more reliable boost that does not depend on turn order.
- There are many good choices of A skill; Atk/Spd Ideal 4 provides a large potential boost of up to +9 Atk and Spd if Salem is buffed and at 100% HP, but many other options like Atk/Spd Solo and Swift Sparrow are largely equivalent.
- The ideal choice of boon is +Atk to improve Salem’s damage, or +Spd to allow him to follow-up against faster units. -Def is generally the best bane, since Salem’s Def is quite bad to begin with and the loss of a few extra points generally does not make much of a difference.
Strengths
Great Atk and Spd
Salem’s base 38 Atk and base 36 Spd are good, and allow him to deal good damage and outspeed many other units.
Decent HP and Great Res
Salem’s base 41 HP is decent, and his base 38 Res is high, allowing him to take magical hits relatively well.
Red Tome Infantry
Salem’s status as a red tome infantry allows him to use good skills like Null Follow-Up and Atk/Spd Ideal.
Grand Hero Battle Unit
Salem’s status as a Grand Hero Battle unit allows players to obtain a few copies of him without spending any orbs, and he will eventually be purchasable with Heroic Grails, allowing him to be merged more easily than many other Heroes.
Weaknesses
Terrible Def
Salem’s base 18 Def is quite low, and means he takes high damage from almost any physical attack.
Red Tome, No Unique Weapon
Salem lacks a unique non-inheritable weapon, and at the time of writing the options for inheritable red tomes leave much to be desired compared to most other weapon types in Heroes. While Salem’s base Rauðrvulture+ is a solid choice, he does not have many other viable options.
Competition
As a red tome infantry with no unique weapon, Salem faces competition from many, many other units in Fire Emblem Heroes in that movement and weapon combination alone, and mostly relies on his statline to set him apart. While his stats are higher than most of his competitors, the difference is not large compared to units like Miranda or Erk.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Flux Learns by default at 1 ★ Unlocks at 1 ★
Red Tome Users Only
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50 | 2 | 4 |
Ruin Learns by default at 2 ★ Unlocks at 2 ★
Red Tome Users Only
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100 | 2 | 6 |
Rauðrvulture If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently. Learns by default at 4 ★ Unlocks at 3 ★
Red Tome Users Only
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200 | 2 | 8 |
Rauðrvulture+ If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently. Learns by default at 5 ★ Unlocks at 5 ★
Red Tome Users Only
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300 | 2 | 12 |
Special Skills
Special Skills | SP | Turns |
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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.
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100 | 4 |
Glacies Boosts damage dealt by 80% of unit's Res. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Res Push 1 At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 1 ★ |
60 | A |
Atk/Res Push 2 At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 2 ★ |
120 | A |
Atk/Res Push 3 At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Sabotage Atk 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action.
Inheritable by all units.
Unlocks at 3 ★ |
60 | B |
Sabotage Atk 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
Sabotage Atk 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Thracia 776
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Banners Featured In
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