- Default
- Attack
- Special
- Injured
Luke - Rowdy Squire |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 7 | 5 | 7 | 4 |
Middle | 19 | 8 | 6 | 8 | 5 |
High | 20 | 9 | 7 | 9 | 6 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 40 | 31 | 24 | 26 | 17 |
Middle | 43 | 34 | 28 | 30 | 20 |
High | 46 | 37 | 31 | 33 | 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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
This is the best sword cavalier in the game. (Offense)
Rowdy Sword (+Eff) | A | Atk/Def Solo (3 or 4) Alternate: Death Blow 4 |
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Positional Assist | B | Lull Atk/Def 3 Alternate: A/D Near Trace 3 |
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Luna Alternate: Bonfire |
C | Panic Ploy 3 Alternate: Panic Smoke 3 |
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IVs | +ATK / -RES | S | Atk/Def Solo 3 Alternate: Sturdy Blow 2 |
Weapon: Rowdy Sword(+Eff)
Assist: Positional Assist
Special: Luna / Bonfire / Moonbow
Passive A: Atk/Def Solo 3 or 4 / Death Blow 4 / Atk/Def Catch 4
Passive B: Lull Atk/Def / A/R Near Trace
Passive C: Panic Ploy / Panic Smoke / Fatal Smoke / Preference
Sacred Seal: Atk/Def Solo / Sturdy Blow
- Luke is often maligned as one of the game’s weakest sword cavaliers, a reputation he is somewhat undeserving of as his refinement is reasonably strong(It’s more than what Seth has). At the same time though, Rowdy Sword is held back by Luke’s underwhelming statline and it’s somewhat awkward activation condition, as a good chunk of the time Luke will be reliant on the opponent simply not using buffs at all, especially if he wants to make use of A/R Near Trace for an AR-O hit and run strategy. It’s also simply not overloaded enough of an exclusive weapon to really let him break past his lousy statline.
- Luke’s exclusive weapon is effectively a Brave Sword with 11 might, increased to 17 might as long as the foe lacks any visible buffs, with a nice Defense bonus on top to boot. Luke can hit quite hard if he manages to get his weapon’s effect off, and he can become annoyingly durable on top of it thanks to his high HP.
- A slots that boost Luke’s Attack and Defense, such as Atk/Def Solo and Atk/Def Catch(Only do this if you love Luke, this skill is exclusive to a unit that is 500x better than him at the time of writing) are his ideal A slot options as they synergize well with his exclusive weapon, but he can also opt for Death Blow 4 to hit as hard as possible.
- Lull Atk/Def gives Luke an easier time activating his exclusive weapon’s effect alongside a useful stat swing, making it his go-to B slot skill. A/R Near Trace is a potent alternative that lets Luke leverage his movement, but it’s difficult to obtain and Luke will have a more difficult time activating his exclusive weapon if the foe happens to use visible buffs.
- Luke’s innate Panic Ploy allows him to forcibly remove the foe’s buffs, and he’ll have no trouble activating it thanks to his high HP. Luke’s C slot is still mostly up to preference, though.
- Lastly, Attack boosting sacred seals such as Atk/Def Solo and Sturdy Blow round out Luke’s kit nicely by giving him another large damage boost.
Strengths
Rowdy Sword
Luke’s Rowdy Sword lets him hit quite hard coupled with his decent base 34 Attack- provided the opponent lacks any visible buffs.
Gotta Love The Luke
Luke is larger than life, so by using him you’re able to harness some of his incredible power for yourself. Just don’t get too lost in Luke’s brilliance.
Weaknesses
Poor Resistance and Speed
Luke’s base 28 Speed and 20 Resistance coupled with the further Speed penalty he receives from his exclusive weapon makes him easy bait for magic damaging foes of any color.
Overshadowed
Luke’s not really the worst sword cavalier you could use, but he finds himself completely overshadowed by most other sword cavaliers due to his exclusive weapon just being too simple to compete. At least he’s better than Seth I guess.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Sword
Only Inheritable by Sword Units.
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50 | 1 | 6 |
Steel Sword
Only Inheritable by Sword Units.
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100 | 1 | 8 |
Brave Sword Spd-5. Attack twice when initiating combat.
Only Inheritable by Sword Units.
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200 | 1 | 5 |
Brave Sword+ Spd-5. Attack twice when initiating combat. Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Sword Units.
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300 | 1 | 8 |
Rowdy Sword Inflicts Spd-5. If unit initiates combat, unit attacks twice. Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 11 |
Special Skills
Special Skills | SP | Turns |
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Glowing Ember Boosts damage dealt by 50% of unit's Def. Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
Bonfire Boosts damage dealt by 50% of unit's Def. Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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Fire Boost 1 If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.
Inheritable by all units.
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50 | A |
Fire Boost 2 If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.
Inheritable by all units.
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100 | A |
Fire Boost 3 If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.
Inheritable by all units.
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200 | 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.
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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.
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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.
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240 | C |
Other Info
Origin |
Fire Emblem: New Mystery of the Emblem
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