GamePress
Analysis by StanTheWoz
Legault - The Hurricane

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
151
HP 39
ATK 31
SPD 38
DEF 24
RES 19

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 6 9 6 3
Middle 17 7 10 7 4
High 18 8 11 8 5

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 35 28 35 21 16
Middle 39 31 38 24 19
High 42 34 41 27 22

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

Punisher of Gains (Player Phase Offense)

Build by StanTheWoz
Recommended
Hurricane Dagger (+Eff) A Sturdy Impact
Alternate: Atk/Spd Boosting A Slot
Positional Assist B Null Follow-Up 3
Ruptured Sky
Alternate: Moonbow
C Joint Drive Atk
Alternate: Fatal Smoke 3
IVs

+Atk or +Spd / -Res

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Hurricane Dagger (+Eff)

Assist: Positional Assist / flexible

Special: Ruptured Sky / Moonbow / Glimmer / flexible

IVs: +Atk or +Spd / -Res

Passive A: Sturdy Impact / Atk/Spd Boosting A Skill / flexible

Passive B: Null Follow-Up / flexible

Passive C: Joint Drive Atk / Fatal Smoke / flexible

Sacred Seal: Blade Session / Atk/Spd Solo / flexible

  • Legault’s weapon, Hurricane Dagger, allows him to do one thing well: hit buffed enemies for high damage. The skills in this kit are chosen to allow him to hit hard, have high Spd in order to follow-up and gain Hurricane Dagger’s damage reduction, and survive to follow-up. 
  • The Special is flexible. If Legault is receiving Pulses from a source like Time’s Pulse or Infantry Pulse, he may be able to precharge a Special to activate immediately on his first attack. The ideal special depends entirely on the number of Pulses. If he is not receiving Pulses, a 2-cooldown Special is ideal so he can activate it on his second attack if he gets countered. Time’s Pulse could also be used with a 3-cooldown Special to the same end, or his seal or A skill could be exchanged for Flashing Blade and he could use the powerful Lethality to pierce enemy damage reduction. However, this is easily shut down by enemy effects that slow Special charge, such as Guard or Crafty Fighter
  • +Atk and +Spd are both great boons; Legault wants all the power he can get, but he also depends on his Spd to follow-up against faster opponents and to get his damage reduction against middling-speed ones. -Res is generally the best bane, as most foes that can counter Legault will hit his Def. 
  • The A skill should boost Legault’s damage while either increasing his survivability or Speed. Sturdy Impact is a solid option that boosts his Atk by 6, Def by 10, and prevents an enemy follow-up attack when Legault initiates combat. Any Atk and Spd boosting A skill also works well, such as Swift Sparrow 3 or Life and Death
  • Null Follow-Up is a good choice of B skill since many tanks are significantly slower than Legault but use abilities that block follow-ups, like Maltet (+Eff). If Legault hits twice, he’s generally doing twice as much damage or more. 
  • The C skill is highly flexible. If Legault can activate Joint Drive Atk when he initiates combat, he boosts his own Atk by an additional 4. Fatal Smoke is useful against tanks that will heal by counterattacking Legault. Many other C skills can also work well depending on what the player has available. 
  • The seal is flexible, with Blade Session generally offering the largest potential boost to Atk and Spd on a seal. 

Strengths

Hurricane Dagger

Legault’s unique weapon, Hurricane Dagger (+Eff), offers multiple abilities including extra damage based on his foe’s buffs in combat, similar to The Cleaner+, a buff to Legault’s Atk and Spd, and up to 30% damage reduction if Legault is faster than his opponent. 

Colorless Dagger Infantry

Legault’s status as a dagger-wielding infantry allows him to use good skills like Null Follow-Up and Time’s Pulse. Because he is colorless, he has neutral matchups across the weapon triangle, with the exception of units using weapons like Blarraven+ or Ethereal Breath

Great Spd

Legault’s base 38 Spd is still high by modern standards and allows him to follow-up attack and get Hurricane Dagger’s damage reduction in combat against many units. 

3-4 Star Availability

Legault’s availability from the normal summoning pool at 3-4 star rarity means that players have a generally easier time summoning him than many other heroes, and may have copies in their barracks already. This makes him easier to merge compared to 5 star exclusives, in general. 

Weaknesses

Low Atk

Legault’s base 31 Atk is rather low, meaning he will struggle to do damage to foes with high Def. While Hurricane Dagger adds a lot of damage if his foe is buffed, he will struggle to do damage against many unbuffed enemies. 

Average HP, Def, Low Res

Legault’s base 39 HP is mediocre, his base 24 Def is somewhat low, and his base 19 Res is quite low. He will generally take significant damage from any attack he is hit by. While Hurricane Dagger reduces the damage by up to 30%, this relies on Legault being faster than his foe by 10 points to get the full 30%, and some extremely strong attacks may oneshot him through the damage reduction as well. 

Competition

There are many other colorless dagger infantry with fantastic effects that Legault does not have, such as Yuri, Ascended Joshua, and Leila, as well as many other units of a different weapon or movement type that can perform a similar role as a strong player phase attacker. While Legault’s combination of damage reduction on a dagger and damage that scales with enemy buffs is currently unique to him at the time of writing, it may not be enough to make him worth using over some of these other units. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 2 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
The Cleaner

Grants bonus to unit’s Atk = total bonuses on foe during combat.

After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 8
The Cleaner+

Grants bonus to unit’s Atk = total bonuses on foe during combat.

After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Dagger users only.
300 2 12
Hurricane Dagger

Grants bonus to unit's Atk = total bonuses on foe during combat. At start of combat, if foe's HP ≥ 75% or【Bonus】is active on foe, grants Atk/Spd+5 to unit during combat. Effect:【Dagger 7】 

【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 

【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

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

Boosts damage dealt by 50%.

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
Swift Strike 1

If unit initiates combat, unit granted Spd/Res+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
A
Swift Strike 2

If unit initiates combat, unit granted Spd/Res+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Atk Tactic 1

At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 1 ★
60
C
Atk Tactic 2

At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 2 ★
120
C
Atk Tactic 3

At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Blazing Blade

Banners Featured In