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Summer Helbindi

Analysis by Cecil
Summer Helbindi - Seaside Scourge

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 44
ATK 36
SPD 18
DEF 37
RES 33

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 4 6 8
Middle 18 10 5 7 9
High 19 11 6 8 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 41 33 14 34 30
Middle 44 36 18 37 33
High 47 39 21 41 36

Helbindi is limited in his build versatility by his abysmal Speed, which makes it difficult for him to make use of mixed phase sets. Attack is his single best option, being optimal on all of Helbindi’s sets. Defense is a decent runner-up. Extra HP and Resistance do little to help Helbindi do his job.

Assets

  • +ATK: Helbindi’s best option in all cases, and is mandatory for his Brave Sword set.

  • +DEF: A good secondary option which makes Helbindi more resilient to damage, and boosts the power of Bonfire and Ignis. An asset in Defense will give Helbindi a +4 to it.

Neutral

  • RES: Helbindi already has good Resistance, and with Distant Counter will hit hard against mages who initiate on him. Extra Resistance is not worth the investment.

  • HP: HP is not particularly important on Helbindi, only helping him survive damage.

Flaws

  • -SPD: At an already low base 18, Helbindi is extremely slow for a sword user. The -4 he gets from a flaw here is inconsequential as he already loses almost every Speed matchup.

Skill Sets

Flex-ible Tank (Defensive)

Build by
Recommended
Sandfort Spade+ (+Def) A Distant Counter
Alternate: Fury (3 or 4)
Rally Atk/Def+
Alternate: Swap
B Guard 3
Bonfire C Spd Tactic 3
Alternate: Drive Spd 2
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK / -SPD

  • Weapon: Sandfort Spade+ (+Def)

  • Assist: Rally Atk/Def+ / Swap

  • Special: Bonfire

  • Passive A: Distant Counter / Fury

  • Passive B: Guard

  • Passive C: Spd Tactic / Drive Spd

  • Sacred Seal: Quick Riposte

Of course, a tank set is expected on Helbindi due to his high Defense, HP and Resistance. Although having low Speed makes it hard for Helbindi to avoid follow-up attacks from enemies, this set does a good job of keeping them at bay.

The Sandfort Spade is as good a weapon as any he can use, giving him a large boost to Defense (especially when refined) and a boost to his Attack as well. Bonfire is a great tool which turns his extreme Defense into a powerful counterattack, and allows Helbindi to attack on the player phase occasionally, provided it is charged.

Distant Counter is irreplaceable, and is important for letting Helbindi counter against archers and mages. Without it, he risks being quad-attacked by archers and doubled by mages. Fury is the best budget alternative, although it pales in comparison to Distant Counter.

Guard is also important, preventing enemies from charging their Specials. This is important, as most offensive enemies that Helbindi cannot OHKO are designed to activate their Special on their second attack. Quick Riposte completes the set, allowing Helbindi to attack twice, sometimes with Bonfire.

Once again, the other options on the set are flexible: Helbindi is a good candidate for running Speed boosters, as he does not need Speed himself. His naturally learned Rally Atk/Def+ is an excellent choice, although Swap is useful for increasing Helbindi’s movement range.

Abs-olute Carnage (Offensive)

Build by
Recommended
Brave Sword+ A Death Blow (3 or 4)
Alternate: Sturdy Impact
Rally Atk/Def+
Alternate: Swap
B Special Spiral 3
Alternate: Chill Def 3
Ignis
Alternate: Glimmer
C Spd Tactic 3
Alternate: Drive Spd 2
IVsSHeavy Blade 3

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK / -SPD

  • Weapon: Brave Sword+

  • Assist: Rally Atk/Def+ / Swap

  • Special: Ignis / Glimmer

  • Passive A: Death Blow / Sturdy Impact

  • Passive B: Special Spiral / Chill Def

  • Passive C: Spd Tactic / Drive Spd

  • Sacred Seal: Heavy Blade

A set that makes full use of Helbindi’s awesome rockin’ muscles, and turns him into a deadly offensive threat. This is a good way to make use of Helbindi’s unique stat spread as he can trigger deadly Specials with his high Defense, and still get lots of mileage from his base 36 Attack, all while getting around his low Speed problem.

Brave Sword is mandatory, letting Helbindi attack twice despite his awful Speed. Helbindi wants to increase his Attack as much as possible, so Death Blow is the natural choice. Sturdy Impact is a worthy alternative, adding 8 damage to Helbindi’s Ignis.

Special Spiral and Heavy Blade serve to accelerate Helbindi’s Specials. Heavy Blade is a great choice, with a very high chance of activation thanks to Death Blow. In combination with Special Spiral, Helbindi can trigger a four turn Special. Chill Def is an acceptable alternative, but should be paired with a shorter Special, namely Glimmer.

Ignis lets Helbindi punch through even strong blue enemies, and is the primary Special of choice. The other options on the set are flexible: Helbindi is a good candidate for running Speed boosters, as he does not need Speed himself. His naturally learned Rally Atk/Def+ is an excellent choice, although Swap is useful for increasing Helbindi’s movement range.

Introduction

As the only male summer unit featured on the Summer Returns banner, Helbindi brings the heat like no other. Unlike his regular form, Helbindi wields a sword instead of his trademark axe. His standout qualities include his great (except for Speed) statline, usefulness as fodder, and his awesome, rockin’ abs.

Helbindi is not your typical sword user. Possessing low Speed and high Defense make him an oddity amongst his peers. Having low Speed is Helbindi’s sole weakness, entirely defining him as a unit. Generally speaking, this lack of Speed makes Helbindi less viable than other sword users who can afford to run deadly mixed sets.

But aside from Speed, Helbindi has incredible stats across the board. He has a stellar base Attack, and plenty of survivability through his HP, Defense, and Resistance. Helbindi can be turned into a useful unit, but to do so he’ll need to take things to extreme either offensively or defensively.

Strengths

Awesome Attack

Make no mistake, Helbindi’s base 36 Attack comes from his bulging muscles. Such high Attack is Helbindi’s saving grace, allowing him to deal heavy damage without needing to get a follow-up attack. It is also the largest contributor to Helbindi’s dangerous Brave Sword set.

Great defensive stats

Helbindi boasts a neutral total of 168 BST, almost the same given to armored units in early 2017. Although they aren’t as well-distributed as other units, those stats have to go somewhere. In Helbindi’s case, they give him great Defense, Resistance and HP. Helbindi is notoriously difficult to OHKO, and can often survive even two hits from opponents.

Weaknesses

Abysmal Speed

Helbindi has one primary weakness, his base 18 Speed. Although some armor has the same problem, Helbindi can’t use Bold Fighter to get around the issue. This means that Helbindi has to abuse skills and weapons to score follow-up attacks. It also means that Helbindi is often doubled, betraying his otherwise good defensive stats.

Lack of a personal weapon

With no personal weapon, Helbindi finds it difficult to carve his niche within the game. And as a seasonal unit it is unlikely he will ever receive one. These factors make Helbindi a questionable investment over sword wielders like Fir, Hana, and Masked Marth, all who can be brought to +10 much more easily and have strong personal weapons.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Sandfort Spade

If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Def+4 during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Non-Inheritable by red units.
200 1 10
Sandfort Spade+

If a bonus granted by a skill like Rally or Hone is active on unit grants Atk/Def+4 during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Defense

Grants Def+4 to an adjacent ally until the end of the turn.

Learns by default at 4 ★
1 150
Rally Atk/Def

Grants Atk/Def+3 to an adjacent ally until the end of the turn.

1 300
Rally Atk/Def+

Grants Atk/Def+6 to target ally for 1 turn.

1 400

Passive Skills

Passive Skills SP Slot
R Duel Infantry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Red Infantry units only
Unlocks at 3 ★
70
A
R Duel Infantry 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Red Infantry units only
Unlocks at 4 ★
150
A
R Duel Infantry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Red Infantry units only
Unlocks at 5 ★
300
A
Panic Ploy 1

At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions.

Inheritable by all units.
Unlocks at 1 ★
60
C
Panic Ploy 2

At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions.

Inheritable by all units.
Unlocks at 2 ★
120
C
Panic Ploy 3

At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.

Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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