GamePress
Analysis by StanTheWoz
Python - Apathetic Archer

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
156
HP 38
ATK 32
SPD 35
DEF 31
RES 20

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 18 5 6 6 4
Middle 19 6 7 7 5
High 20 7 8 8 6

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Skill Sets

The Old Standby (Player Phase AR-D)

Build by StanTheWoz
Recommended
Instant Bow+ (+Spd)
Alternate: Firesweep Bow+
A AR-D Atk/Spd (3 or 4)
Alternate: Atk/Spd Boosting A Slot
Assistless B Lull Spd/Def 3
Alternate: Poison Strike 3
Moonbow
Alternate: Ruptured Sky
C Pulse Smoke 3
Alternate: Fatal Smoke 3
IVs

+Atk or +Spd / -Def or -Res

SBlade Session 3
Alternate: Poison Strike 3

Show Explanation/Analysis

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)

Build by StanTheWoz
Recommended
Snide Bow (+Eff) A Atk/Spd Catch 4
Alternate: Atk/Spd Boosting A Slot
Positional Assist B S/D Far Trace 3
Alternate: Guard 3
Moonbow
Alternate: Ruptured Sky
C Spd/Def Menace
Alternate: Atk/Spd Menace
IVs

+Atk or +Spd / -Def or Res

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

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.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
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.
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.
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.
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
Moonbow

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

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

Passive Skills

Passive Skills SP Slot
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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