- Default
- Attack
- Special
- Injured
Python - Apathetic Archer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 5 | 6 | 6 | 4 |
Middle | 19 | 6 | 7 | 7 | 5 |
High | 20 | 7 | 8 | 8 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 29 | 32 | 28 | 17 |
Middle | 38 | 32 | 35 | 31 | 20 |
High | 42 | 35 | 38 | 34 | 23 |
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
The Old Standby (Player Phase AR-D)
Instant Bow+ (+Spd) Alternate: Firesweep Bow+ |
A | AR-D Atk/Spd (3 or 4) Alternate: Atk/Spd Boosting A Slot |
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Assistless | B | Lull Spd/Def 3 Alternate: Poison Strike 3 |
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Moonbow Alternate: Ruptured Sky |
C | Pulse Smoke 3 Alternate: Fatal Smoke 3 |
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IVs | +Atk or +Spd / -Def or -Res | S | Blade Session 3 Alternate: Poison Strike 3 |
Weapon: Instant Bow+ (+Spd) / Firesweep Bow+ / Snide Bow (+Eff) / Flexible
Assist: No Assist / Flexible
Special: Moonbow / Ruptured Sky / Glimmer
IVs: +Atk or +Spd / -Def or -Res
Passive A: AR-D Atk/Spd 4 / Atk/Spd Catch 4 / Atk/Spd Boosting A Skill
Passive B: Lull Spd/Def / Guard / Poison Strike / Flexible
Passive C: Pulse Smoke / Fatal Smoke / Flexible
Sacred Seal: Blade Session / Poison Strike / Flexible
- Python’s best role is arguably still as a cav line threat on Aether Raids Defense, and Snide Bow does not fit this role well on many teams. Instant Bow+ denies a follow-up attack from Python’s foe, improving his ability to survive considerably. Firesweep Bow+ is weaker but denies counterattacks entirely. If this is used, it pairs well with Poison Strike in the B slot and seal.
- On a cav line it is generally better to use No Assist so that Python does not waste his turn on positioning another unit. On other teams, a Rally of some kind may be relevant.
- +Atk and +Spd are both good choices of boon that improve Python’s damage and his ability to follow-up and avoid enemy follow-up attacks. -Res is generally a fine bane, as Python’s Res is already quite bad, though -Def is better in some cases where he has to survive a counterattack from a mage or dragon. To some extent the ideal bane depends on team and mythic setup.
- AR-D Atk/Spd 4 is the ideal A skill when Python is used on an Aether Raids Defense team that can protect its buildings, as it provides him up to +11 Atk and Spd. In other contexts, Atk/Spd Catch 4 is superior. Other Atk and Spd boosting A skills like Swift Sparrow 3 can also be used and are generally a fine substitute.
- Lull Spd/Def is a great B skill that nullifies any buffs Python’s foe has in Spd and Def while also debuffing those stats by 3. Guard is another solid option that slows his foe’s Special charge as long as Python’s HP is at least 80%. This can prevent Python from taking a powerful Bonfire or other counterattack from a unit using Far Save, so it is a solid option despite being very accessible. Poison Strike pairs well with Firesweep Bow for guaranteed damage after combat, as previously mentioned.
- The C skill is flexible. Pulse Smoke inflicts +1 Special charge on Python’s foe after combat. This is mostly relevant against enemies using Hardy Fighter; if Python can survive the first engagement, Pulse Smoke will ensure that their Aegis or Sacred Cowl is not ready again at the start of the next combat. Fatal Smoke is also a decent option to block any healing effects during combat, and through his foe’s next action if Python survives the encounter. Many other options can also work; the C skill is not incredibly impactful to this build in most cases.
- The seal is flexible. Blade Session provides a large potential boost to Atk and Spd; other options like Swift Sparrow provide a smaller but more reliable boost. Poison Strike pairs well with Firesweep Bow+.
#ReleaseTheSnideCut (Player Phase)
Snide Bow (+Eff) | A | Atk/Spd Catch 4 Alternate: Atk/Spd Boosting A Slot |
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Positional Assist | B | S/D Far Trace 3 Alternate: Guard 3 |
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Moonbow Alternate: Ruptured Sky |
C | Spd/Def Menace Alternate: Atk/Spd Menace |
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IVs | +Atk or +Spd / -Def or Res | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Snide Bow (+Eff)
Assist: Positional Assist / Flexible
Special: Moonbow / Glimmer / Ruptured Sky
IVs: +Atk or +Spd / -Def or Res
Passive A: Atk/Spd Catch / Atk/Spd Boosting A Skill
Passive B: S/D Far Trace / Guard / Lancebreaker / Flexible
Passive C: Spd/Def Menace / Atk/Spd Menace / Atk/Def Menace / Flexible
Sacred Seal: Blade Session / Atk/Spd Solo / Flexible
- While Snide Bow’s effects leave something to be desired, it can still be strong in the right circumstances.
- The ideal Special is 2-cooldown so that Python can activate it on his second attack if his foe lacks an effect like Guard that slows his Special charge.
- +Atk and +Spd are both great boons that allow Python to follow-up against faster foes and do more damage. -Def and -Res are both fine choices of bane; Python’s Res is already bad but the Res bane could be the difference between being able to survive one counterattack from a mage so -Def may be better in some cases.
- Python prefers to use an A skill that boosts his Atk and Spd, with Atk/Spd Catch 4 being the strongest option. Other options like Swift Sparrow 3 are also good.
- S/D Far Trace offers a small debuff to Python’s foe’s Spd and Def along with the Canto [Rem.] effect, allowing him to move after combat with any “leftover” mov he didn’t use before combat. Lull Spd/Def is not recommended since Snide Bow provides larger stat debuffs based on a foe’s buffs to Spd and Def. Other options like Guard can be good to prevent Python’s foe from activating a Special if his own HP is high, or Lancebreaker to allow him to more easily follow-up against lance units using an effect like Maltet that blocks Python’s follow-up.
- The C skill is flexible. Menace skills are solid for providing Python a buff and nearby foes a debuff if there is a foe within 4 spaces at the start of his turn. Any combination of Atk, Spd, and Def works well. Other options like Savage Blow can be good for spreading some minor damage around after combat.
- The seal is flexible, with the best options being those that boost Atk and Spd like Blade Session or Atk/Spd Solo.
Strengths
Snide Bow
Snide Bow comes with some useful effects including a bonus to Atk and Spd, +7 damage, a -5 penalty to Python’s foe’s Spd and Def, and an additional penalty to their Spd and Def equal to twice their current bonus to those stats, essentially applying the Panic effect before combat but only in those two stats.
Bow Cavalier
Python’s status as a bow cavalier gives him unparalleled threat range and access to some good skills like Lull Spd/Def and Atk/Spd Menace.
Solid HP, Spd, and Def
Python’s base 35 Spd is not incredible at this point, but it is decently fast. Combined with the stats from Snide Bow, he can follow-up attack against many units unless they use a skill like Wary Fighter that blocks it. His base 38 HP and 31 Def also allow him to take physical attacks decently well.
Availability
Python’s availability at 3 and 4 star rarity in the normal summon pool means that players may have more copies of him available, allowing him to be more easily merged compared to a 5 star exclusive unit.
Weaknesses
Mediocre Atk
Python’s base 32 Atk is somewhat low for a modern unit. While he can still do solid damage due to the multitude of extra damage in Snide Bow, it’s less than many other common threats.
Bad Res
Python’s base 20 Res causes him to take high damage from most magical attacks and counterattacks.
Lack of Strong Effects and Competition
While Snide Bow comes with a nice pile of Spd and extra damage, it lacks other strong effects that other units have access to. While using Snide Bow, he has no real way to guarantee a follow-up or a Null Follow-Up like effect to disable effects that block his own follow-up, so he will only attack once against many slower enemies despite having good Spd. Likewise, he has no good way to block a foe’s guaranteed follow-up so even a simple skill like Quick Riposte can cause a slow foe to counterattack Python twice. In addition, Snide Bow lacks the Slaying effect that accelerates Special trigger or any way of gaining extra Special charge, so he is reliant mostly on his stats to do damage.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Bow Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
Steel Bow Effective against flying units. Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
Short Bow Effective against flying foes. Deals +10 damage when Special triggers. Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Bow users.
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200 | 2 | 8 |
Short Bow+ Effective against flying foes. Deals +10 damage when Special triggers. Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Bow users.
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300 | 2 | 12 |
Snide Bow (+Eff) Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat and unit deals +7 damage. If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe during combat and inflicts penalty on foe's Spd/Def during combat = current bonus on each of foe's stats × 2. (Example: if foe has +7 bonus to Spd, inflicts Spd-19, for a net penalty of Spd-12.) Calculates each stat penalty independently. Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Darting Blow 1 If unit initiates combat, grants Spd+2 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
50 | A |
Steady Blow 1 If unit initiates combat, unit granted Spd/Def+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
120 | A |
Steady Blow 2 If unit initiates combat, unit granted Spd/Def+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
B Tomebreaker 1 If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Non-Inheritable by red units.
Unlocks at 1 ★ |
50 | B |
B Tomebreaker 2 If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Non-Inheritable by red units.
Unlocks at 2 ★ |
100 | B |
B Tomebreaker 3 If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Non-Inheritable by red units.
Unlocks at 4 ★ |
200 | B |
Other Info
Origin |
Fire Emblem Echoes
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