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Valentine's Alm

Analysis by Chibi_Chu
Valentine's Alm - Lovebird Duo

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 40
ATK 35
SPD 40
DEF 32
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 9 5 5
Middle 18 11 10 6 6
High 19 12 11 7 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 32 37 29 22
Middle 40 35 40 32 25
High 43 38 44 35 29

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

We won't let our love die! (Supertank)

Build by Chibi_Chu
Recommended
Scepter of Love A Distant Counter
Reposition B Close Call 3
Alternate: Repel 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+SPD / -RES

SSwift Stance 2
Alternate: Steady Posture 2

Show Explanation/Analysis

Weapon: Scepter of Love 

Assist: Reposition / Flexible 

Special: Noontime / Sol

Passive A: Distant Counter 

Passive B: Close Call / Repel 

Passive C: Pulse Smoke / Atk Smoke 

Sacred Seal: Swift Stance / Steady Posture / Atk Smoke / Flashing Blade 

  • This build aims to stack the duo’s Speed as high as possible to make them a supertank.

  • Repel and Close Call reduce the amount of damage Alm takes by 4% for every point of Speed he has more of than the enemy. As such, Alm wants to increase his Speed as much as possible through his Duo Skill granting +6 Speed, a +SPD IV, Scepter of Love’s +3 Speed, and Swift Stance or Steady Posture (both of which also provide +4 Resistance or +4 Defense respectively to further increase survivability).

  • Distant Counter allows Alm to counterattack against ranged units in order to apply Pulse Smoke (to prevent enemies from using Specials to cut through his defenses) and/or Atk Smoke to decrease the amount of damage Alm takes. Distant Counter also allows Alm to activate Noontime for sustainability.

  • Alternatively, Alm can use Sol to heal 50% of damage instead of 30% from Noontime. However, in order to activate this on his follow-up attack (assuming the enemy does not have a guard effect), he will need Flashing Blade in his Sacred Seal slot.

Valentia's Light (General Offense)

Build by Chibi_Chu
Scepter of Love A Flashing Blade 4
Alternate: Atk/Spd Push 4
Reposition B Desperation 3
Lunar Flash C Even Atk Wave 3
Alternate: Def Smoke 3
IVs

+ATK or +SPD / -RES

SSwift Sparrow 2
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Scepter of Love 

Assist: Reposition / Flexible

Special: Lunar Flash 

Passive A: Flashing Blade 4 / Atk/Spd Push 4 / Swift Sparrow (2 or 3) / Fury (3 or 4)

Passive B: Desperation

Passive C: Even Atk Wave / Def Smoke / Flexible

Sacred Seal: Swift Sparrow / Flashing Blade 

  • While this is a more cookie-cutter offensive set, Alm can still perform fantastically thanks to his great offenses, his Duo Skill Scepter of Love, and Lunar Flash.

  • This set aims to drop Alm’s HP to ≤75% so he can activate Desperation, which allows him to perform his follow-up attack before the enemy can counterattack. In combination with Flashing Blade, Alm can activate Lunar Flash on his follow-up attack, allowing him to KO physically-bulky enemies he may not be able to KO otherwise. Def Smoke helps both Alm and his physical allies score KOs on especially bulky enemies, although it can be replaced by a self-buffing C slot such as Even Atk Wave to activate Scepter of Love's effects.

  • Swift Sparrow, Atk/Spd Push, and Fury are all great alternatives to Flashing Blade 4 in Alm’s A slot, although Flashing Blade will need to be in Alm’s S slot if not in his A slot. The former 2 increase Alm’s offenses to bolster his damage and chance of performing a follow-up attack, while Fury makes Alm a more all-around unit, with its recoil helping Alm reach Desperation range.

  • Scepter of Love’s effects of increasing Alm’s Attack by 25% of the enemy’s Defense and decreasing the enemy’s Attack by 25% of their Resistance is only active if Alm’s HP is ≥70% or he has a visible buff active. Given that this set aims to drop Alm’s HP to ≤75% so he can activate Desperation, there’s very little room in between 70-75% HP; as such, Alm will likely need a visible buff active to receive Scepter of Love’s benefits. While this already isn’t difficult to achieve, it’s especially easy given Alm’s Duo skill, which grants him +6 Atk/Spd, and self-buffing C slots.

Chasing the Winds on the Plains (Galeforce)

Build by Chibi_Chu
Scepter of Love A Flashing Blade 4
Alternate: Swift Sparrow (2 or 3)
Reposition B Null Follow-Up 3
Alternate: Close Call 3
Galeforce C Def Smoke 3
Alternate: Time's Pulse 3
IVs

+ATK or +SPD / -RES

SSwift Sparrow 2
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Scepter of Love 

Assist: Reposition / Flexible 

Special: Galeforce 

Passive A: Flashing Blade 4 / Swift Sparrow (2 or 3) / Atk/Spd Push 4 / Atk/Spd Solo

Passive B: Null Follow-Up / Repel / Close Call / Lull Atk/Def

Passive C: Def Smoke / Time’s Pulse 

Sacred Seal: Swift Sparrow / Flashing Blade / Quickened Pulse

  • Alm is capable of dishing out high amounts of damage and consistently performing follow-up attacks thanks to 35/40 offenses that can be increased via +ATK/+SPD IVs, his Duo Skill granting +6 Atk/Spd, and Scepter of Love’s increased damage and survivability with a condition that can be activated through said Duo Skill. As such, he is an amazing Galeforcer that can consistently KO 2 enemies on Player Phase. 

  • The combination of an Attack and Speed increasing skill and a skill that increases Special charge when Alm attacks fits wonderfully for his A and S slots. Flashing Blade 4 and Swift Sparrow in Alm’s Sacred Seal provides the most damage while increasing Special charge if his Speed is higher than the enemy’s, although this can also work if the slots are reversed. Alternatives for Alm’s A slot include Atk/Spd Push 4 and Atk/Spd Solo, with the latter being especially synergistic because Galeforcers tend to stray from their allies.

  • Null Follow-Up ensures that Alm performs a follow-up attack if possible, making it key against enemies with skills that prevent follow-up attacks. However, Repel and Close Call are also strong options that increase Alm’s survivability so he does not get KO’d by the second enemy he targets. Lull Atk/Spd can also be chosen to secure Alm’s survivability and ability to KO the enemy.

  • In some cases, Alm may not be able to activate Galeforce even with Flashing Blade because his enemy cannot counterattack. Time’s Pulse and Quickened Pulse both solve this problem, reducing Galeforce’s charge from 5 to 4. If Time’s Pulse isn’t available, then Def Smoke is a great alternative because Alm can inflict -7 Defense on nearby enemies, then immediately take advantage of that after activating Galeforce.

Strengths

Fantastic offenses

35/40 offenses are among the highest of Infantry Axe units, allowing Alm to consistently deal high amounts of damage and perform follow-up attacks. With the help of Scepter of Love, Duo skills, and the myriad of offensive passive slots available, Alm can become a fantastic offensive sweeper.

Respectable physical bulk

40 HP and 32 Defense adds up to a respectable 71 physical bulk. In combination with Scepter of Love and Repel / Close Call, Alm can become a deceptively tanky unit that can survive multiple hits on the frontlines, then perform powerful counterattacks.

Scepter of Love

Scepter of Love is an outstanding personal weapon, granting +3 Speed and, if Alm’s HP is ≥70% or he has a visible buff active, also grants a bonus to Alm’s Attack equal to 25% of the enemy’s Defense and inflicts a debuff on the enemy’s Attack equal to 25% of their Resistance. With this, Alm can slice through high-Defense enemies while consistently tanking high-Attack enemies.

Lunar Flash

Previously only on Legendary Alm, Lunar Flash grants bonus damage equal to the sum of 20% of his Speed and 20% of the enemy’s Defense. Lunar Flash also has a measly 2 cooldown, allowing Alm to consistently activate it, especially with skills such as Time’s Pulse, Flashing Blade, and Quickened Pulse.

Duo Hero

Being a Duo Hero comes with many advantages without any significant drawbacks. Alm’s Duo skill grants +6 Atk/Spd, heals 30 HP, and neutralizes penalties on himself and all allies within a range of 5 columns and 5 rows centered on himself. This not only grants Alm a unique hybrid between offense and support through buffs, healing, and a Restore effect, but he can also activate his Scepter of Love through the +6 Atk/Spd granted by the Duo skill. Alm’s BST will also be counted as 185 in Coliseum modes, granting Alm nearly unparalleled scoring potential.

Infantry benefits

As an Infantry unit, Alm benefits froman arsenal of powerful skills to choose from, including Flashing Blade, Bonus Doubler, Wrath, Null Follow-Up, Repel, Close Call, and Time’s Pulse. Unlike every other movement type, Infantry units hardly need to worry about Infantry-effective weapons, which is a great privilege for supertanking. Alm can also take advantage from skills such as Guidance and Ground Orders from her flying allies to increase her mobility.

Weaknesses

Middling magical bulk

40 HP and 25 Resistance adds up to a mediocre 64 magical bulk. While this can be patched through Resistance buffs, Repel / Close Call to reduce the damage taken, Attack debuffs on the enemy, Scepter of Love’s effect, and various other ways, Alm may still struggle to handle a barrage of magical attacks, especially from Red nukes such as Celica (ironically) and Tharja.

Duo Skill

Restores 30 HP, neutralizes【Penalty】, and grants Atk/Spd+6 to unit and allies within 5 rows and 5 columns centered on unit for 1 turn. 【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).

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 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Scepter of Love

Grants Spd+3. At start of combat, if a bonus granted by a skill like Rally or Hone is active on unit or if unit's HP ≥ 70% at start of combat, grants bonus to unit's Atk = 25% of foe's Def and inflicts penalty on foe's Atk = 25% of foe's Res during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
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
Moonbow

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

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

Treats foe's Def/Res as if ignored by 20% during combat. Boosts damage by 20% of unit's Spd.

Unlocks at 5 ★
500 2

Passive Skills

Passive Skills SP Slot
Bonus Doubler 1

Grants bonus to Atk/Spd/Def/Res during combat = 50% of current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
Unlocks at 3 ★
60
A
Bonus Doubler 2

Grants bonus to Atk/Spd/Def/Res during combat = 75% of current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
Unlocks at 4 ★
120
A
Bonus Doubler 3

Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
Unlocks at 5 ★
240
A
Lull Atk/Spd 1

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

Excludes Armor and Flying units.
Unlocks at 3 ★
60
B
Lull Atk/Spd 2

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

Excludes Armor and Flying units.
Unlocks at 4 ★
120
B
Lull Atk/Spd 3

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

Excludes Armor and Flying units.
Unlocks at 5 ★
240
B
Rouse Spd/Res 1

At start of turn, if unit is not adjacent to an ally, grants Spd/Res+2 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
C
Rouse Spd/Res 2

At start of turn, if unit is not adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
C
Rouse Spd/Res 3

At start of turn, if unit is not adjacent to an ally, grants Spd/Res+6 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Echoes

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