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Analysis by ZeShado
Selkie - Free Spirit

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
156
HP 35
ATK 29
SPD 38
DEF 19
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 6 9 3 8
Middle 16 7 10 4 9
High 17 8 11 5 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 32 25 35 16 32
Middle 35 29 38 19 35
High 39 32 41 22 38

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

BARK, BARK! WOOF, WOOF! Wait, I’m a Fox… (Galeforce)

Build by ZeShado
Recommended
Foxkit Fang (+Eff) A Atk/Spd Boosting A Slot
Positional Assist B A/D Near Trace 3
Alternate: Hit and Run
Galeforce C Atk/Spd Menace
Alternate: Savage Blow 3
IVs

+ATK / -DEF

SHeavy Blade 3

Show Explanation/Analysis

Weapon: Foxkit Fang (+Eff)

Assist: Positional Assist

Special: Galeforce

A Passive: Atk/Spd Boosting A Slot

B Passive: A/D Near Trace / Hit and Run

C Passive: Atk/Spd Menace / Atk/Def Menace / Rouse Atk/Spd (3 or 4) / Savage Blow / Def Smoke

Sacred Seal: Heavy Blade

  • Foxkit Fang goes from a Spectrum 8 weapon to a potential Spectrum 16 weapon with dual-phase Flow Guard if she meets every condition in her weapon, most of which stems from Res checks. The fact that she can negate effects that prevent her own follow-up attack means that she can be a decent candidate for Galeforce. However, one of the biggest issues will be making Heavy Blade checks since there’s always the possibility that she can get walled out by foes that have a higher Atk stat, and given that her base Atk stat is only 29, it can be taxing at times, especially against newer gen units. Even so, given how reliably she’ll be able to double and the fact that her weapon grants an exuberant amount of Atk and stats in general, she can still perform relatively well in that regard.
     
  • Any Atk and Spd boosting A Passive will be appreciated since it allows her to double more often and output more damage much more consistently while simultaneously making Heavy Blade checks much easier to accomplish.
     
  • For Galeforce and Hit and Run purposes, Selkie will want a Trace skill. A/D Near Trace is solid not only for making Heavy Blade checks much easier but also for making it so she’s less likely to get one shot in retaliation and could allow her to take out foes much more easily. However, given how expensive it is, she can always opt for Hit and Run instead and simply run away when she triggers Galeforce.
     
  • Atk/Spd Menace and Atk/Def Menace will help Selkie make Heavy Blade checks much easier against one foe, the former providing more doubling opportunities and the latter providing more damage output, which is perfectly fine since Galeforce can only trigger once per turn. Meanwhile, Rouse Atk/Spd is much more consistent with damage output and general buffing. Of course, if you feel that she doesn’t need any of those skills, she can always opt for Savage Blow and, assuming she makes the Galeforce check, allows her to take out other foes much more easily. For budget purposes, she can run Def Smoke for more damage output during the second combat she enters.
     
  • Heavy Blade will be required for Selkie if she is to trigger Galeforce in the first combat. Granted, she can still be walled out by units that either have more Atk or Guard effects, but that comes at the cost of being a Galeforcer without any sort of Null Guard or accessible and easily checkable skills and stats.

I Couldn’t Think of Another Title (Player Phase)

Build by ZeShado
Foxkit Fang (+Eff) A Atk/Spd Boosting A Slot
Positional Assist B Windsweep 3
Alternate: A/D Near Trace 3
Moonbow
Alternate: Iceberg
C Atk/Spd Menace
Alternate: Rouse Atk/Spd 4
IVs

+ATK, +SPD, or +RES / -DEF

SHeavy Blade 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Foxkit Fang (+Eff)

Assist: Positional Assist

Special: Moonbow / Iceberg / Glacies

A Passive: Atk/Spd Boosting A Slot

B Passive: Windsweep / A/D Near Trace / S/D Near Trace / Lull Atk/Def / Lull Atk/Spd

C Passive: Atk/Spd Menace / Atk/Def Menace / Rouse Atk/Spd (3 or 4) / Savage Blow / Def Smoke / Atk Smoke

Sacred Seal: Heavy Blade / Blade Session / Savage Blow

  • Foxkit Fang having innate dual-phase Flow Guard means that Selkie can afford to run Windsweep without giving up any sort of damage output. Of course, it’s not her only option, but it’s one of the more notable ones. Even so, the fact that her PRF can also grant her Spectrum 16 means that she’ll have a much easier time dealing with foes.
     
  • Depending on her B Passive, she can either opt for a two-cooldown Special or a three-cooldown Special. Moreover, both rely on Heavy Blade for consistent triggers. So, if you plan to run Windsweep, she’ll only be able to run two-cooldown Specials consistently, but if she runs any other Passive and if the foe can counter back, she can reliably run Iceberg. Of course, she can also store a Glacies for the next combat if that’s what you want to run.
     
  • Any skill that boosts Selkie’s Atk and Spd will be desired since she’ll not only want to double as often as possible but also output as much damage as possible. Her PRF will only carry her so far and given that her base Atk stat is only 29, she could appreciate the extra support.
     
  • For Selkie to minimize the amount of damage taken in general, she can run Windsweep as her PRF negates follow-up prevention on herself. She’ll only ever take damage from Dragons as a result and given that her Res stat is relatively high, they won’t dent her all too much, especially since she inflicts Guard on foes. Meanwhile, she can either run a Trace for Hit and Run shenanigans or a Lull for securing damage output, Spd checks, or Heavy Blade checks.
     
  • Atk/Spd Menace will be quite nice for Selkie as it’ll make Heavy Blade checks easier and allow her to double more often. Meanwhile, Atk/Def Menace provides more damage since it essentially becomes a 12 Atk stat-swing. Other options include Rouse Atk/Spd, Savage Blow, Def Smoke, and Atk Smoke. Rouse Atk/Spd is much more self-sufficient since it only relies on being solo rather than being within four spaces of a foe. Meanwhile, Savage Blow can stack with her Sacred Seal and help chip down foes. For budget options, Def Smoke provides additional damage output and Atk Smoke makes Heavy Blade checks easier.
     
  • Heavy Blade will be important if you want to trigger two-cooldown Specials every time she initiates combat. Of course, she’ll still need to make an Atk check, which could potentially be an issue, but if she can pass the check and if there aren’t any Guard effects present, then she won’t have much trouble with her damage output. However, if you want more Atk and Spd in general, Blade Session is a good option since it can provide up to +9 Atk/Spd. Likewise, you can run Savage Blow and pair it up with her C Passive to make dealing with enemies much easier.

Strengths

Foxkit Fang

Foxkit Fang’s refine is quite an upgrade from its initial form that granted +8 to every stat if Selkie had at least 16 or more Res over the foe. Now, Selkie can get Spectrum 16 if she meets each of the following conditions:

  • If Selkie has at least one more Res than the foe, she gets Spectrum 4. [1]
  • If Selkie has at least 10 more Res than the foe, she gets an additional Spectrum 8 (Can still get additional stats based on 80% of the difference). [2]
  • If Selkie initiates combat or is within two spaces of an ally, she gets another Spectrum 4. [3]

Selkie also gains additional effects based on how much more Res she has over the foe and [3]:

  • If Selkie has at least one more Res than the foe, she inflicts Guard on the foe.
  • If Selkie has at least five more Res than the foe, she Negates skills that prevent her own follow-up.

Both effects combined essentially makeup Flow Guard, which, combined with her innate Beast effect of inflicting -4 Atk/Def and negating follow-up attacks on the foe if she initiates combat, makes her much more threatening offensively. That, combined with the Atk penalty on the foe, can also allow her to take a hit if necessary. Moreover, because she can bypass effects that stop her own follow-ups, she can run skills such as Windsweep to outright prevent counterattacks from Melee foes, and given that her Res is high, she won’t have to worry about Dragons denting her all too much.

Cavalry Benefits

Being a Cavalry unit has its fair share of benefits. It mainly stems from her ability to move three tiles as her range can allow her to run a fairly decent Galeforce & Hit and Run set. As long as she can meet a Heavy Blade check, and if the foe can counter as well as if there are no Guard effects present, she’ll be able to trigger Galeforce on her second hit, attack a second time while not extending as much movement, and then run away with a good amount of movement leftover. 

Weaknesses

Low HP

While Selkie gains a lot of stats from her PRF, she still ends up lacking in the HP department, which can be detrimental if she has to take a hit from a foe that targets her Def stat. Thankfully, she can run Windsweep, but that means she can’t Hit and Run, so there’s a bit of an opportunity cost no matter what you run on her.

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Beast (Cavalry Only)
50 1 4
Yearling (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Beast (Cavalry Only)
100 1 6
Adult (Cavalry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Beast (Cavalry Only)
200 1 9
Foxkit Fang

Grants Res+3. At start of combat, if unit's Res > foe's Res, and if foe uses sword, lance, axe, dragonstone, or beast damage, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Learns by default at 5 ★
Non-Inheritable skill.
400 1 14
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 5 ★
Non-inheritable by Staff-wielding units.
100 4
Iceberg

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

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Bond 1

If unit is adjacent to an ally, grants Atk/Spd+3 during combat.

Inheritable by all units.
60
A
Atk/Spd Bond 2

If unit is adjacent to an ally, grants Atk/Spd+4 during combat.

Inheritable by all units.
120
A
Atk/Spd Bond 3

If unit is adjacent to an ally, grants Atk/Spd+5 during combat.

Inheritable by all units.
Unlocks at 5 ★
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.
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.
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
Even Res Wave 1

At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
60
C
Even Res Wave 2

At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
120
C
Even Res Wave 3

At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Fates

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