GamePress
Analysis by ZeShado
Jamke - Prince of Verdane

Hero Stats

Max Avg Total Stats at Lvl 40
152
HP 38
ATK 36
SPD 32
DEF 29
RES 17

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 15 7 9 6 3
Middle 16 8 10 7 4
High 17 9 11 8 5

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 34 33 28 25 13
Middle 38 36 32 29 17
High 41 39 35 32 20

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

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

https://www.youtube.com/watch?v=JWOY1VJc6A4 (Aether Raids Defense)

Build by ZeShado
Recommended
Bow of Verdane (+Eff) A Atk/Spd Boosting A Slot
Alternate: Flashing Blade 4
Positional Assist B Lull Spd/Def 3
Alternate: Windsweep 3
Deadeye C Time's Pulse 3
IVs

+ATK or +SPD / -RES or -HP

SFlashing Blade 3
Alternate: Phantom Spd 3

Show Explanation/Analysis

Weapon: Bow of Verdane (+Eff)

Assist: Positional Assist

Special: Deadeye

A Passive: Atk/Spd Boosting A Slot / Flashing Blade 4

B Passive: Lull Spd/Def / Windsweep / Watersweep

C Passive: Time’s Pulse

Sacred Seal: Flashing Blade / Phantom Spd

  • Bow of Verdane pushes Jamke out of the realm of irrelevancy and turns him into what is essentially a colorless Ullr since his PRF grants +10 Atk/Spd as well as a guaranteed follow-up attack and Desperation. Because of these effects, he can run a multitude of skills that not only allow him to output a consistent amount of damage but also allow him to survive if he were to miss a kill. This set is here to highlight an Aether Raids Defense niche that he established for himself thanks to Bow of Verdane. It should be noted that this set can also be replicated on Aether Raids Offense, but the skill recommendations are based on Aether Raids Defense.
     
  • Deadeye is a solid option for his Special since his PRF has innate Slaying and given that he is Infantry, he can also run Time’s Pulse and essentially have a one-cooldown Deadeye ready to go at the start of turn one. This can also be great for tank-busting in general, provided that he can deal enough damage, as plenty of foes will have their HP stat inflated in Aether Raids.
     
  • Any passive that increases Jamke’s Atk and Spd will be a good option for him as those are his most important stats. Preferably, avoid skills that have recoil damage as they can knock him out of the 25% HP threshold. He can also run Flashing Blade 4 for extra true damage and securing Deadeye triggers.
     
  • Since Bow of Verdane has a guaranteed follow-up attack built into it as well as Desperation, he can run a fair amount of skills and ditch staple options. Lull Spd/Def is one example that can help Jamke with his overall combat prowess as the negation of Spd and Def buffs can allow him to trigger Bow of Verdane’s conditions and output more damage consistently. Meanwhile, because he has a guaranteed follow-up attack in his weapon, he can also opt for Windsweep or Watersweep since he can bypass the follow-up negation if he’s fast enough, which he should be in many cases.
     
  • Time’s Pulse is one of the only options I can recommend for this set as the idea is to help Jamke trigger Deadeye in the first combat he enters. Deadeye starts out as a two-cooldown Special since Bow of Verdane has innate Slaying, and he can always opt for Flashing Blade, but there’s no guarantee that he’ll be able to trigger it consistently if the foe has some type of Guard effect present, such as Crafty Fighter or a Stance 3. As such, Time’s Pulse will be his go-to option.
     
  • Depending on the rest of the kit, Jamke can either opt for Flashing Blade or Phantom Spd. Flashing Blade will be necessary for piercing through Guard effects and guaranteeing a Deadeye trigger. Of course, if he’s running Flashing Blade in the A Passive, he can opt for Phantom Spd as he happens to be a relatively good user of it. He can always use Sacred Seals that naturally increase his Atk and Spd, but for tank bursting, he can always use Phantom Spd as most tanks won’t have the Spd stat to match Jamke.

https://www.youtube.com/watch?v=HtC9G6hFXvQ (Player Phase / General Use)

Build by ZeShado
Bow of Verdane (+Eff) A Atk/Spd Boosting A Slot
Positional Assist B Special Spiral 3
Deadeye
Alternate: Luna
C Time's Pulse 3
Alternate: Joint Drive Spd
IVs

+ATK or +SPD / -RES or -HP

SBlade Session 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Bow of Verdane (+Eff)

Assist: Positional Assist

Special: Deadeye / Luna

A Passive: Atk/Spd Boosting A Slot

B Passive: Special Spiral

C Passive: Time’s Pulse / Joint Drive Spd / Joint Drive Atk / Def Smoke / Spd Smoke

Sacred Seal: Blade Session / Quickened Pulse

  • Given Jamke’s Infantry status and relatively well-allocated statline, he has plenty of skill options. This build is mainly to highlight more options he has available to him more than anything else, so if you’re looking for a good player phase and general use set, this set will be for you.
     
  • Deadeye is a solid option for his Special since his PRF has innate Slaying and given that he is Infantry, he can also run Time’s Pulse and essentially have a one-cooldown Deadeye ready to go at the start of turn one. Of course, since it is expensive, he can also opt for Luna as that should help him hit relatively hard as well, albeit not as hard.
     
  • Any passive that increases Jamke’s Atk and Spd will be a good option for him as those are his most important stats. Preferably, avoid skills that have recoil damage as they can knock him out of the 25% HP threshold.
     
  • Special Spiral is relatively nice for consistently charging Deadeye as there’s never a guarantee that he’ll be able to charge it, especially if Guard effects are present. He has other options for sure, but considering this is a general use set, they aren’t as necessary. Likewise, Special Spiral can allow Jamke to trigger Deadeye more than once per turn if he were to be refreshed.
     
  • For Jamke’s C Passive, he can either opt for Time’s Pulse or anything that increases his offensive pressure. Time’s Pulse can allow Jamke to charge Deadeye much more quickly but will become worthless after as Special Spiral will return Deadeye to full charge. As such, he also has the option of running a Joint Drive or a Smoke skill, depending on what’s available to you.
     
  • Depending on how quickly you want Jamke to charge and trigger Deadeye, he can either opt for a Sacred Seal that increases his offensive pressure or run Quickened Pulse. Blade Session is a solid option for the player phase as it can give him up to +9 Atk/Spd. Meanwhile, Quickened Pulse can allow Jamke to get an instant Deadeye with Time’s Pulse, but he can always trigger Deadeye on the second hit regardless or could run external support such as Infantry Pulse to charge it, so it’s not as necessary.

Strengths

Bow of Verdane

     Bow of Verdane elevates Jamke’s ability to perform in combat to a whole new level as now he is somewhat comparable to the likes of Ullr thanks to the additional +10 Atk/Spd he gains from his PRF, the innate Slaying, and the two extra effects he gains based on how much more Spd he has over the foe:

  • If Jamke has at least three more Spd than the foe, he’ll get a guaranteed follow-up attack.
     
  • If Jamke has at least seven more Spd than the foe, he’ll get the previous effect alongside Desperation.

    These effects can allow Jamke to become a very suitable tank buster, especially if running Deadeye as he can always trigger it on the second hit with the right investment and skills.

Good Offenses

    Alongside Bow of Verdane, Jamke also has a good offensive statline of 36/32 Atk/Spd. This isn’t taking his PRF or other skills into account, so it can easily be bolstered to higher amounts with very little issue.

Weaknesses

Low Resistance

    Jamke, unfortunately, suffers from Mage-itis and will more than likely fall in combat if he were to make contact with a foe that targets his Res. Luckily, he can get around his condition by simply initiating combat, provided that the foe can’t survive two consecutive hits from Bow of Verdane.

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 2 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Slaying Bow

Effective against flying units.
Accelerates Special trigger (cooldown count-1).

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 8
Slaying Bow+

Effective against flying units.
Accelerate Special trigger (cooldown count -1)

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 12
Bow of Verdane

Accelerates Special trigger (cooldown count-1).

Effective against flying foes.

If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.

Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
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
Astra

Boosts damage dealt by 150%.

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

Passive Skills

Passive Skills SP Slot
Heavy Blade 1

If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
A
Heavy Blade 2

If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
A
Heavy Blade 3

If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Cancel Affinity 1

Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills.

Excludes Tome and Staff Users
Unlocks at 1 ★
50
B
Cancel Affinity 2

Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated.

Excludes Tome and Staff Users
Unlocks at 2 ★
100
B
Cancel Affinity 3

Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.

Excludes Tome and Staff Users
Unlocks at 4 ★
200
B

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

Banners Featured In

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