- Default
- Attack
- Special
- Injured




Ares - Black Knight |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 7 | 6 | 4 |
Middle | 18 | 8 | 8 | 7 | 5 |
High | 19 | 9 | 9 | 8 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 33 | 26 | 30 | 14 |
Middle | 40 | 36 | 30 | 33 | 18 |
High | 43 | 39 | 33 | 36 | 21 |
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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Boons
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+ATK: Attack is consistently the best boon that Ares can have regardless of the skill-set he is running, as it will increase his raw damage output in both Player and Enemy phase.
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+SPD: Although somewhat middling at a base value of 30, a boon in Speed allows Ares to avoid crucial follow-up attacks from mid-high tier Speed units, greatly reducing the amount of damage he takes.
Neutral
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DEF: While raising it is not a priority, Ares prefers to keep his Defense neutral in order to keep his solid physical bulk of 73 intact.
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HP: Similarly, Ares would rather avoid his superbane in HP (-4 reduction rather than the standard -3), as it can be detrimental to his overall survivability.
Banes
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-RES: Resistance is Ares’ weakest stat and the best bane that he can receive, as dropping it further will hardly affect his overall performance.
Skill Sets
Bloody Stream (Enemy Phase Melee)
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Dark Mystletainn (+Eff) | A | Atk/Def Unity Alternate: Atk/Def Solo (3 or 4) |
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Positional Assist | B | Lull Atk/Def 3 Alternate: Mystic Boost 3 |
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Draconic Aura Alternate: Dragon Fang |
C | Atk Smoke 3 Alternate: Pulse Smoke 3 |
IVs | +SPD or +ATK or +DEF | S | Mystic Boost 3 Alternate: Atk/Def Solo 3 |
Preferred IV: +SPD or +ATK or +DEF
- This build aims to have Ares perform as a general melee combatant with the assumption that there will be a Far Save unit supporting him against ranged foes. As such, there is more variety in the types of assets that Ares can use for this role.
Weapon: Dark Missiletainn (+Eff)
Assist: Positional Assist
Special: Draconic Aura / Bonfire / Dragon Fang / Ignis / Aether
- In addition to the aforementioned, Ares can make effective use of Specials such as Dragon Fang or Ignis which trade a longer cooldown for more power. You could even use a 5cd Special such as Aether given the proper support.
Passive A: Atk/Def Unity / Atk/Def Solo / Sturdy Stance
- This build favors combat against melee-range opponents, particularly those that deal physical damage.
- In addition to the simple +5 boost to the key stats, any debuffs and/or Panic effect inflicted on those stats will be reversed to become an in-combat buff with Atk/Def Unity.
- Keep in mind that this does not neutralize penalties or change your visible stats so AOE Specials will deal complete damage and weapons that are activated based on opponent’s penalties such as Void Tome or Broadleaf Fan will still retain their effects.
- Both Stance skills and Solo skills that boost Ares’ key stats have their advantages as you prefer.
Passive B: Lull Atk/Def / Mystic Boost
- Lull Atk/Def further supplements Ares’ key stats by nullifying the visible buffs of his opponent as well as reducing their Atk/Def.
- Mystic Boost grants Ares some sustainability through its healing after combat.
Passive C: Smoke Skills / Flexible
- This time, Pulse Smoke is particularly effective in reducing the damage of opponents around the target after combat by slowing down the activation of their Special.
Sacred Seal: Mystic Boost / Atk/Def Solo
- If not already being used in the B slot, Mystic Boost can also be used effectively in the Sacred Seal slot.
The Dark Knight Rises (DC/Vantage)
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Dark Mystletainn (+Eff) | A | Distant Counter |
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Reposition Test | B | Vantage 3 |
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Draconic Aura Alternate: Bonfire |
C | Def Smoke 3 Alternate: Fatal Smoke 3 |
IVs | +ATK | S | Quickened Pulse Alternate: Atk/Def Solo 3 |
Preferred IV: +ATK
- An asset in Attack is ideal for ensuring that Ares is able to OHKO his opponent.
Weapon: Dark Mystletainn (+Eff)
- The natural choice for this playstyle, as it favors the quick charging of Specials and hitting as hard as possible on their activation.
Assist: Positional Assist
Special: Draconic Aura / Bonfire
- Offensive Specials that have a cooldown of 3 allow for an instant recharge following the initial activation.
Passive A: Distant Counter
Passive B: Vantage
- The crux of this build is pairing Distant Counter with Vantage to have an instant Special-charged retaliation against any opponent upon having less than 75% HP.
Passive C: Smoke Skills / Flexible
- Smoke skills such as Fatal Smoke or Def Smoke are very effective when taking on multiple opponents.
- The C skill can otherwise be replaced as needed to suit the team.
Sacred Seal: Atk/Def Solo / Quickened Pulse
- Any Sacred Seal that further boosts Ares’ key stats makes for a suitable choice
- Quickened Pulse can make for an easier initial Special activation.
Strengths
Dark Missiletainn
Dark Missiletainn is an exceptional Enemy Phase weapon that allows Ares to chain activate his Specials at a constant rate, as well as boosting the power of those Specials when the opponent initiates combat.
Cavalry
In addition to his superior mobility, Ares has access to class-exclusive skills.
Weaknesses
Terrible Magical Bulk
Ares’ low magical bulk of 58 makes him susceptible to getting completely blown away by powerful magic attacks.
Cavalry
Although being a cavalry unit has its advantages, it can also be a detriment. On top of forests and trenches making it harder to navigate maps, Ares has an innate weakness to cavalry effective weapons.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Accelerates Special trigger (cooldown count-1). Learns by default at 4 ★ Only Inheritable by Sword Units.
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200 | 1 | 10 |
![]() Accelerates Special trigger (cooldown count-1). If Special triggers before or during combat, grants Special cooldown count-2 after combat. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Éljúðnir |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage by 30% of unit's Atk. Learns by default at 4 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage by 30% of unit's Atk. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat. Inheritable by all units.
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60 | A |
![]() If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat. Inheritable by all units.
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120 | A |
![]() If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat. Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() After combat, foe suffers Def -3 through its next action. Non-inheritable by Staff-wielding units.
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40 | B |
![]() Inflicts Def/Res-3 on foe through its next action after combat. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
100 | B |
![]() Inflicts Def/Res-5 on foe through its next action after combat. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | B |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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