- Default
- Attack
- Special
- Injured
Julius - Scion of Darkness |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 8 | 7 | 2 | 8 |
Middle | 16 | 9 | 8 | 3 | 9 |
High | 17 | 10 | 9 | 4 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 32 | 24 | 12 | 32 |
Middle | 38 | 35 | 27 | 16 | 35 |
High | 41 | 38 | 31 | 19 | 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. |
HP | ATK | SPD | DEF | RES |
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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Master of Puppets (Defensive)
Loptous (+Eff) | A | Atk/Res Unity Alternate: Distant Def (3 or 4) |
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Positional Assist | B | Null C-Disrupt 3 Alternate: Lull Atk/Res 3 |
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Iceberg Alternate: Noontime |
C | Pulse Smoke 3 | |
IVs | +ATK or +RES / -DEF | S | Mystic Boost 3 Alternate: Mirror Stance 2 |
Weapon: Loptous(+Eff)
Assist: Positional Assist
Special: Iceberg / Noontime
Passive A: Atk/Res Unity / Distant Def 3 or 4 / Mirror Stance 3
Passive B: Null C-Disrupt / Lull Atk/Res / Quick Riposte
Passive C: Pulse Smoke / Preference
Sacred Seal: Mystic Boost / Mirror Stance / Shield Session
- The addition of Julius’s refine significantly improves his viability. Loptous now inflicts a massive -11 total Attack and Resistance penalty against foes without dragon effective weaponry in addition to giving him Resistance based damage reduction and Attack/Res Sabotage, making Julius an excellent option for a superunit.
- Your usual Enemy Phase fare such as Atk/Res Unity and Distant Def will serve Julius well, giving him a helpful boost to his stats in addition to allowing him to convert penalties into buffs(Atk/Res Unity) or the Guard effect(Mirror Stance 3). Which one is picked mostly comes down to availability and preference, although if those are not a concern, Atk/Res Unity(or Atk/Def if one wishes to stack his Defense) is his best option.
- Null C-Disrupt compliments Julius nicely, making him an excellent counter to staff users and other units that rely on counterattack negation. Lull Atk/Res and Quick Riposte are also good options, although Lull Atk/Res should not be run together with Distant Def 4 as their effects overlap.
- Pulse Smoke gives Julius added safety from enemy specials, but the C slot he runs can be swapped according to preference or budget.
- Mystic Boost gives Julius passive healing and negates adaptive damage, turning him into a great dragon counter. Aside from Mystic Boost, his best seal options are those that boost his stats further during enemy phase, including but not limited to Mirror Stance and Shield Session.
Still in the Dark (Offense)
Loptous (+Eff) | A | Sturdy Impact Alternate: Atk/Res Ideal 4 |
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Positional Assist | B | Lull Atk/Res 3 Alternate: Chill Res 3 |
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Iceberg | C | Time's Pulse 3 | |
IVs | +ATK or +RES / -DEF | S | Atk/Res Solo 3 |
Weapon: Loptous(+Eff)
Assist: Positional Assist
Special: Iceberg
Passive A: Sturdy Impact / Atk/Res Ideal / Atk/Res Solo 3 or 4 / Death Blow 3 or 4
Passive B: Lull Atk/Res / Chill Res
Passive C: Time’s Pulse / Preference
Sacred Seal: Atk/Res Solo / Mirror Blow / Atk/Def Solo
- Julius can function well in a Player Phase role thanks to the massive debuffs his exclusive weapon inflicts and his decent Attack.
- Julius can opt for Speed investment, but it’s a difficult sell without investing in his superasset as without it, his base Speed sits at a meager 27. Because of this, opting for skills that boost his survivability alongside his Attack such as Atk/Res Ideal and Sturdy Impact is the way to go.
- Lull Atk/Res is one of Julius’s best B slot options as it allows him to inflict an additional Attack and Resistance penalty on foes in addition to negating their buffs. Chill Res can also be used on a budget, giving him a debuff that other magic users on the team can take advantage of.
- Time’s Pulse gives Julius faster access to his special, but this can be swapped according to preference.
- Stat boosting seals such as Atk/Res Solo round off Julius’s kit nicely by giving him even more Attack during player phase, in addition to defensive stats.
Strengths
Refined Loptous
Julius’s refined Loptous is extremely powerful, inflicting a -6 Attack and Resistance penalty against all foes without dragon effective weaponry in addition to granting him Resistance based damage reduction against those foes. Loptous also inflicts an additional -5 Attack and Resistance penalty in combat as long as his HP is above 25%, and gains what is essentially Atk/Res Sabotage as if that wasn’t enough. Loptous lets Julius perform well on both Player Phase and Enemy Phase alike thanks to its powerful effects.
Good Resistance
Julius’s good base 35 Resistance allows him to tank magical damage easily and take great advantage of Resistance scaling skills(Like his own Sabotage Atk/Res built into his exclusive weapon).
Weaknesses
Low Speed/Terrible Defense
Julius’s poor base Speed of 27 and terrible base 16 Defense leave him easy prey for most physical foes in spite of the effects of his tome unless he chooses to heavily stack his Defense. Julius will also be prone to follow-up attacks from even decently fast foes, and this also makes Julius suffer when fighting Fast infantry units with Speed based damage reduction, such as Mareeta.
Dragon Effective Weaponry
Loptous does have one crippling downside: It gives Julius a weakness to dragon effective weaponry, meaning that users of dragon effective weaponry such as Chrom and Masked Lucina will give Julius a significant amount of trouble, especially since his weapon loses many of its benefits against them. Fittingly, Julius’s biggest counter is his own sister: Legendary Julia completely shuts him down in every regard, so keep him far away from her at all times.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Flux
Red Tome Users Only
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50 | 2 | 4 |
Ruin Learns by default at 3 ★
Red Tome Users Only
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100 | 2 | 6 |
Fenrir Learns by default at 4 ★ Unlocks at 3 ★
Red Tome Users Only
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200 | 2 | 9 |
Loptous Grants Res+3. Skills with "effective against dragons" are effective against unit. If foe has no skills with "effective against dragons," inflicts Atk-6 on foe during combat. Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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Dragon Gaze Boosts damage by 30% of unit's Atk. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
Draconic Aura Boosts damage by 30% of unit's Atk. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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Guard 1 If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1.
Inheritable by all units.
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50 | B |
Guard 2 If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1.
Inheritable by all units.
Unlocks at 4 ★ |
100 | B |
Guard 3 If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1.
Inheritable by all units.
Unlocks at 5 ★ |
200 | B |
Atk Ploy 1 At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Inheritable by all units.
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60 | C |
Atk Ploy 2 At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Inheritable by all units.
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120 | C |
Atk Ploy 3 At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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Banners Featured In
None