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Analysis by MackerelPye
Bramimond - The Enigma

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 39
ATK 40
SPD 27
DEF 21
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 9 4 5 8
Middle 17 10 5 6 9
High 18 11 6 7 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 37 23 18 32
Middle 39 40 27 21 35
High 42 44 30 24 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

As most of Bramimond's stats are fairly important to them, it would be best to merge at least once to take away their Flaw.

Skill Sets

Literally Who?? (Aether Raids Defense Specialized)

Build by MackerelPye
Recommended
Void Tome A Sturdy Impact
Alternate: Mirror Impact
Rally Speed B Lull Atk/Res 3
Glimmer
Alternate: Glacies
C Impenetrable Dark
IVs

+ATK / -SPD 

SHardy Bearing 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Void Tome

Assist: Rally Speed / No Assist

Special: Glimmer / Glacies / Flexible

Passive A: Sturdy Impact / Mirror Impact

Passive B: Lull Atk/Res

Passive C: Impenetrable Dark

Sacred Seal: Hardy Bearing / Death Blow

  • This build is going to be the best Bramimond will offer as far as optimal Aether Raids Defense performance is concerned. Fortunately, much of the skills required to do this already comes by default on Bramimond's behalf.
    • Void Tome gives Bramimond a way of bypassing their otherwise bad Speed by granting follow-up attacks against enemies with over 35 Speed. The weapon furthermore grants extra offensive and defensive stats against those with over 50 Attack, making Bramimond simply more reliable in combat. These conditions can also be fulfilled simply by attacking an enemy with a penalty on themselves, which is a very likely scenario thanks to Defense structures.
    • Lull Atk/Res disables current visible Atk/Res bonuses on the foe, in addition to further inflicting a penalty of -3 to these stats. Any foe attempting to take Bramimond head-on can thus be expected to absorb the full might of their hits.
    • Impenetrable Dark is significant especially in Aether Raids Defense contexts as it disables Drives and other in-combat support skills (especially Geirskögul and Yato) from the foe's allies. Thus, enemies must go against Bramimond without any outsourced support.
  • The only significant inheritance of the build lies in a chosen Impact skill, which prevents follow-up counterattacks and consequently improves survivability by helping prevent major damage and other close calls.
    • Brave Ike and New Years Alfonse, for instance, commonly run Quick Riposte as their only source of follow-ups and method of closing kills more frequently. Shutting this down makes them easier to survive and eliminate.
  • To prevent the potential threat of Vantage users, Hardy Bearing is chosen above all other Sacred Seals as it shuts down changes in attack priority. Furthermore, it also allows Bramimond to attack Brave Ike with better confidence as Urvan will not be able to reduce damage from Bramimond's follow-up attack. If another ally is currently taking this seal, Death Blow is a viable substitute for better raw damage.
  • The Assist skill and Special ultimately depends on which sorts of allies and team composition Bramimond is placed with.
    • Defense teams with multiple turn 1 Pulse skills (Infantry Pulse, Ostia's Pulse, etc) may enjoy the benefit of Turn 1 Glacies from Bramimond; it deals an extraordinarily large amount of damage to nearly any unit, assuming it doesn't outright kill. Glimmer is good for team compositions without this, as it is likely to activate in one round of combat.
    • A Rally skill can be used for teams utilizing the tried-and-true "Rally trap", which would effectively expand Bramimond's range when paired with dancers and other units using Order skills. Otherwise, using no Assist at all (to avoid movement exploits) is a fine course of action.

Whomst'd've????? (Offensive Focus / Budget)

Build by MackerelPye
Recommended
Void Tome A Atk/Def Push 4
Alternate: Fury (3 or 4)
Reposition
Alternate: Draw Back
B Lull Atk/Res 3
Alternate: Special Spiral 3
Glimmer
Alternate: Iceberg
C Impenetrable Dark
IVs

+ATK / -SPD or -DEF

SSturdy Blow 2
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Void Tome

Assist: Reposition

Special: Glimmer / Iceberg / Luna / Moonbow

Passive A: Atk/Def Push 4 / Fury (3 or 4) / Atk/Res Solo / Atk/Def Solo / Death Blow / Impact skills

Passive B: Lull Atk/Res / Desperation / Special Spiral

Passive C: Impenetrable Dark

Sacred Seal: Sturdy Blow / Heavy Blade / Death Blow / Flexible

  • Thanks to Bramimond's fantastic Attack, colorless damage (meaning he will rarely get put down by color-based matchups aside from Raventomes) and the offensive benefits that Void Tome provides (i.e. increased Attack, defenses, and automatic follow-up attacks against foes with 35+ Speed), a player phase-focused build is definitely not out of the question. In fact, it can use pretty much most or all of Bramimond's default skills if you're not in the mood to build out-of-budget.
  • The key differentiating factors of this build lies in offense-focused A and Sacred Seal slots. Bramimond will want to use skills that directly improve their damage output or rate of Special activations.
    • Bramimond's default Atk/Def Push already does a good job at showing their offensive might, granting a whopping +7 Atk/Def in-combat. It is not great for long-winded fights, however, as this boost is supplemented by HP recoil, and it stops working when Bramimond is below 25% HP. Fury therefore can offer less potent but more consistent stat boosts, and its own recoil tends to lend itself better to Desperation-based builds (note that you will be relying on Void Tome's follow-up attack against 35 Spd+ opponents rather than Bramimond's actual Speed).
    • One-hit variants of this build can choose between Special Spiral or Lull Atk/Res; the former allows for instantly charged 2 CD Specials (Glimmer would be best) after every successful Special activation, whereas the latter gives Bramimond better dual phase performance, defensive capabilities, raw non-Special damage output.
    • Recoil-less options include Death Blow (simple and consistent), any of the Atk-based Solo skills (works in both phases for a reasonable condition), and the especially Impact skills (which are very optimal for reasons stated in the AR Def build).
    • In the Sacred Seal slot, Heavy Blade is a potent option as it allows IcebergLuna or Glimmer (or other Specials if you so choose) to activate with improved frequency. Thanks to Void Tome and Lull Atk/Res (if used), Bramimond will commonly have little problems trumping Attack comparisons and activating Heavy Blade. Otherwise, basic damage-dealing Seals like Sturdy Blow and Death Blow are also ideal for pretty obvious reasons.
  • To reduce defensive interference from the enemy's support skills (such as Geirskögul, Ward Armors, Kitsune Fang, etc), Impenetrable Darkness is optimal.

Missingno 2020 (Enemy Phase Focus)

Build by MackerelPye
Void Tome A Close Counter
Alternate: Close Foil
Reposition
Alternate: Draw Back
B Lull Atk/Res 3
Noontime
Alternate: Sol
C Atk Smoke 3
Alternate: Time's Pulse 3
IVs

+DEF or +RES or +ATK / -SPD

SAtk/Def Bond 3
Alternate: Atk/Res Bond 3

Show Explanation/Analysis

Weapon: Void Tome

Assist: Reposition

Special: Noontime / Sol

Passive A: Close Counter / Close Foil

Passive B: Lull Atk/Res

Passive C: Atk Smoke / Time's Pulse / Impenetrable Dark

Sacred Seal: Atk/Def Bond / Atk/Res Bond / Mirror Stance / Flexible

  • This build focuses more intensely on Bramimond's enemy phase capabilities, giving more precision to the sit-and-wait approach.  It is recommended for alternative general play rather than Aether Raids Defense.
  • Competent offensive foes will more often than not fulfill the conditions of Bramimond's Void Tome due to having better-than-standard Attack and Speed. Therefore, not only will Bramimond benefit from greatly increased stats, but he can also forgo the necessity of using Quick Riposte (unlike other enemy phase units) as Void Tome will offer an additional attack against those with over 35 Speed.
    • Bramimond's B slot and Sacred Seals are thus open to other options, though users will rarely find anything better than their default Lull Atk/Res (which improves both Bramimond's damage output and damage mitigation) as far as the former is concerned.
    • There are almost too many Sacred Seals to list which improve Bramimond's enemy phase capabilities, though Mirror Stance and Atk/Res Bond are noted above others for further fortifying their Attack and Resistance-based matchups. Similarly, Defense-based skills are appreciated for fortifying Bramimond's physical survivability.
  • A healing Special helps Bramimond extend their life on the battlefield, and the choice between Noontime and Sol depends on your access to Time's Pulse as well as ideal activation timing.
  • Close Foil or Close Counter is key on this build to maximize the number of foes Bramimond can counterattack against. Thanks to the benefits of Void Tome and Lull Atk/Res, Bramimond will have little problem duking it out with common melee opponents for multiple rounds.

Strengths

Void Tome

Bramimond's unique weapon, Void Tome, not only tops off their fantastic Attack stat with a simple boost of +3, but it also exploits any existing enemy penalties in addition to the statline of many competent units in the game. Bramimond gains an additional +5 Attack, Defense, and Resistance in combat against enemies with 50+ Attack while also gifted with a follow-up attack against those with 35+ Speed. This means mainly two things: 1) Bramimond will have strong matchups against the majority of offensively-attuned units, and 2) they will rarely need other common follow-up skills that other units tend to rely on, especially Quick Riposte. 

Colorless Coverage and Defensive Perks

A relatively new concept at this time of writing, Bramimond is the first of their kind: colorless tome users. Like staff units, Bramimond enjoys great neutral coverage against the majority of enemies; the only direct answer to him, Raven tomes, are relatively rare. Unlike staff users, however, colorless tomes are not burdened by extremely restrictive weapon and inheritance limitations; Bramimond is free to run wild with skills such as Impact, Spiral, Lulls, and damaging Specials. Furthermore, while color-based advantages are absent when taking damage, Bramimond will have even and favorable matchups with against all color units.

Fantastic Attack and Resistance

The standout stat in Bramimond's statline, Attack, sits at a resounding value of 40. This is nearly on-par with the likes of Lysithea and Kiria before him, who have already reached the current ceiling as far as magic users are concerned. In other words, Bramimond will rarely be asking for more when dealing damage to all but the most Resistance-fortified enemies. Bramimond's magic bulk, with the help of Void Tome (and Lull Atk/Res if used), also allows him to act as an exceptional magic wall when needed.

Impenetrable Dark

Though not required on every build, Bramimond's unique C skill, Impenetrable Dark, basically shuts down the support system of any unit they're in combat with. In layman's terms, Drive and Spur-type skills (especially Distant Guard, Geirskögul, and Yato) from other enemy units are canceled entirely.  

Infantry Perks

Bramimond's infantry status allows for standard two-space movement as well as the usage of potent exclusive skills, especially Sturdy/Mirror Impact, Lull Atk/Res, Special Spiral, and Time's Pulse.

Fits Right At Home in Aether Raids Defense

All of Bramimond's aforementioned quirks and advantages translate well in actual Aether Raids play. Void Tome's effects will rarely ever fail thanks to the potential to inflict penalties thanks to a myriad of defense structures. Bramimond also possesses great anti-carry unit capabilities while his the infantry status certainly helps in supporting infantry precharge setups.  Additionally, the usual Defense mythic perks apply, including an additional +5 HP and +3 Attack to all Dark-attuned units, as well as softening losses whenever your setup fails.

Weaknesses

Lower Speed and Defense

Bramimond suffers from a sluggish raw Defense value as a result of decent to fantastic distribution to other stats. Though Bramimond's actual Defense value may be deceivingly higher against most foes thanks to Lull Atk/Res and Void Tome, it's an otherwise exploitable crack in their survivability. Furthermore, their Speed sits at only a mere 27 Speed; while potentially improvable (or simply ignorable outright thanks to the follow-up attack granted by Void Tome), this stat isn't exactly helping Bramimond escape doubles or make natural ones when the need arises.

Defense Mythic Blues

Bramimond is mostly superspecialized for Aether Raids Defense, which in itself isn't bad. However, unless you're willfully ignorant about the way blessings and scoring works outside of this, the ancient mage is unfortunately unable to share their strengths in Aether Raids Offense and other game modes without incurring opportunity costs and/or scoring penalties (compared to properly blessed units or legendary heroes).

Null Follow-Up Skills

Void Tome's follow-up effect is, of course, subject to being negated by Null Follow-Up as well as weapons/skills with that built-in. Faster foes with this line of skills can take advantage of Bramimond's usually uninvested Speed and close in for some quick damage or a kill.

Weapon Skills

Weapons SP Rng. Mt.
Stone
Learns by default at 1 ★
Unlocks at 1 ★
Colorless Tome Only
50 2 4
Elstone
Learns by default at 3 ★
Unlocks at 2 ★
Colorless Tome Only
100 2 6
Atlas (Weapon)
Learns by default at 4 ★
Unlocks at 3 ★
Colorless Tome Only
200 2 9
Void Tome

Grants Atk+3. At start of combat, if foe's Atk ≥ 50 or if【Penalty】is active on foe, grants Atk/Def/Res+5 to unit during combat. At start of combat, if foe's Spd ≥ 35 or if【Penalty】 is active on foe, unit makes a guaranteed follow-up attack.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
 

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Def Push 1

At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Def Push 2

At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Def Push 3

At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Def Push 4

At start of combat, if unit's HP ≥ 25%, grants Atk/Def+7, but if unit attacked, deals 5 damage to unit after combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Lull Atk/Res 1

Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Atk/Res 2

Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Atk/Res 3

Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Atk/Res Tempo 1

Inflicts Atk/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 1 ★
60
B
Atk/Res Tempo 2

Inflicts Atk/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 2 ★
120
B
Atk/Res Tempo 3

Inflicts Atk/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 4 ★
240
B
Impenetrable Dark

During combat, disables skills of all foes excluding foe in combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
C
Impenetrable Void

Disables skills of all foes excluding foe in combat, inflicts Atk/Spd/Def/Res-5 on foe, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead).

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Blazing Blade

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