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Analysis by StanTheWoz
Libra - Fetching Friar

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
164
HP 40
ATK 35
SPD 32
DEF 28
RES 29

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 8 7 5 6
Middle 18 9 8 6 7
High 19 10 9 7 8

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 36 32 29 24 25
Middle 40 35 32 28 29
High 43 38 35 31 32

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

Counter+ (Melee Tank)

Build by StanTheWoz
Recommended
Inviolable Axe (+Eff) A Atk/Spd Unity
Alternate: Kestrel Stance 3
Positional Assist B Spurn 3
Alternate: Null Follow-Up 3
Ruptured Sky
Alternate: Moonbow
C Joint Drive Spd
Alternate: Joint Drive Atk
IVs

+Spd or +Atk / -Res

SDarting Breath
Alternate: Atk/Spd Bond 3

Show Explanation/Analysis

Weapon: Inviolable Axe (+Eff)

Assist: Positional Assist / flexible

Special: Ruptured Sky / Moonbow / flexible

IVs: +Spd or +Atk / -Res

Passive A: Atk/Spd Unity / Atk/Def Unity / Kestrel Stance / flexible

Passive B: Spurn / Null Follow-Up / Null C-Disrupt

Passive C: Joint Drive Spd / Joint Drive Atk / flexible

Sacred Seal: Darting Breath / Atk/Spd Bond / flexible

  • With an overall balanced statline, Libra can function decently well as a tank, particularly against melee units if he does not need to use Distant Counter or a similar skill. Libra benefits heavily from some support units on this build. If using a support such as Flayn, Elimine, or Nifl that provides damage reduction, Libra can opt for Null Follow-Up in order to disable guaranteed enemy follow-up attacks, improving his matchups substantially. Alternatively, if he has Null Follow-Up support from Legendary Male Byleth, he prefers to use a skill like Spurn to gain damage reduction up to 40%. Null C-Disrupt can also be useful to allow him to counter effects like Firesweep weapons and similar, but is generally a less useful choice compared to the other two listed options. Without these or other useful support units, Libra will struggle against some common melee foes like Legendary Sigurd
  • Darting Breath seal allows Libra to gain extra charge on all attacks when he is attacked. This allows him to get hit once and immediately retaliate with a 2-cooldown Special like Ruptured Sky or Moonbow, potentially KOing opponents with lower Def and HP. 
  • Something similar to this build can be used with Distant Counter or a similar skill in order to allow Libra to counterattack units at all ranges. However, he loses the stats and effects from an A skill by doing so, and will struggle in some modes as Libra’s statline is already not amazing. 

I’m a healer, but… (Pawns of Loki)

Build by StanTheWoz
Inviolable Axe (+Eff) A Surge Sparrow
Alternate: HP +5
B Spurn 3
Alternate: Null Follow-Up 3
Moonbow
Alternate: Noontime
C Joint Drive Spd
Alternate: Savage Blow 3
IVs

+Spd or +Atk / -Res

SBlade Session 3
Alternate: HP +5

Show Explanation/Analysis

Weapon: Inviolable Axe (+Eff)

Assist: flexible / unimportant

Special: Moonbow / Noontime / flexible

IVs: +Spd or +Atk / -Res

Passive A: Surge Sparrow / HP +5 / flexible

Passive B: Spurn / Null Follow-Up / Null C-Disrupt

Passive C: Joint Drive Spd / Joint Drive Atk / Savage Blow / flexible

Sacred Seal: Blade Session / HP +5 / flexible

  • Inviolable Axe’s healing effect gives Libra a somewhat unique role in Pawns of Loki, the mode where scoring is affected by each unit on the team’s HP at the end of each round. While he isn’t the most capable unit when it comes to dealing damage, he does have solid utility as a healer. As staff units will not use assist skills in Pawns of Loki, healing is harder to come by, and Libra is more useful. 
  • The skills are chosen to generally improve Libra’s damage dealt, reduce damage taken, or the player can instead opt for HP boosts in the A and S slots in order to improve Pawns of Loki scoring. Skills like Surge Sparrow and Null Follow-Up will improve his ability to damage enemy units while remaining at high HP. However, these are not necessary in order for him to fulfill the basic role of healing, and the player may in fact benefit more from the HP boost to scoring if playing on Intermediate difficulty or below. 

Strengths

Inviolable Axe

Libra’s unique weapon, Inviolable Axe, has multiple useful effects including debuffing his foe by up to 8 in Atk, Spd, and Def, adding +7 damage when he activates a Special, and healing himself and allies within 2 spaces by 7 HP after combat. 

Axe Infantry

Libra’s status as an axe-wielding infantry means he can use useful skills like Spurn, Time’s Pulse, and Null Follow-Up

Decent Stats All Around

Libra has a very balanced statline that slightly favors Atk, which allows him to deal decent damage, outspeed some units, and take hits somewhat well. He can be built multiple different ways because of this. 

Weaknesses

Lack of Stat Specialization

Even considering the -8 to his enemy’s Spd from Inviolable Axe, Libra is still slower than many of the fastest units in the game today, meaning that he has a hard time taking advantage of skills like Spurn against those units and will be doubled more easily. He also has mediocre Def and HP, so without any kind of damage reduction he may fold to particularly powerful hits. Inviolable Axe also doesn’t offer any particularly unique, powerful effects like damage reduction, merely improving his stats and damage while offering some healing. 

Competition

There are a huge number of other infantry axe units in Fire Emblem Heroes, and many of them have either powerful unique weapons that Libra does not, or more specialized stats including higher Spd, or both. He can still function decently well with the right build, but players may have many other units that can fill similar roles with unique boons that Libra lacks. In addition to this, when considering Libra for a particular role such as a melee tank, other unit types have powerful effects he cannot use, such as Armored units and skills like A/D Near Save

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Wo Gùn

Deals +10 damage when Special triggers.

Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 9
Wo Gùn+

Deals +10 damage when Special triggers.

Learns by default at 5 ★
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 13
Inviolable Axe

If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def-4 on foe during combat and unit deals +7 damage.

Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Daylight

Restores HP = 30% of damage dealt.

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

Restores HP = 30% of damage dealt.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Renewal 1

At the start of every fourth turn, restores 10 HP.

Inheritable by all units.
60
B
Renewal 2

At the start of every third turn, restores 10 HP.

Inheritable by all units.
120
B
Renewal 3

At the start of every second turn, restores 10 HP.

Inheritable by all units.
Unlocks at 5 ★
240
B
Spur Res 1

Grants Res+2 to adjacent allies during combat.

Inheritable by all units.
50
C
Spur Atk/Res 1

Grants Atk/Res+2 to adjacent allies during combat.

Inheritable by all units.
120
C
Spur Atk/Res 2

Grants Atk/Res+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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