- Default
- Attack
- Special
- Injured




Arvis - Emperor of Flame |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 6 | 3 | 6 |
Middle | 18 | 8 | 7 | 4 | 7 |
High | 19 | 9 | 8 | 5 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 30 | 31 | 28 | 13 | 30 |
Middle | 33 | 34 | 31 | 17 | 33 |
High | 36 | 37 | 34 | 20 | 36 |
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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This unit requires use of the Trait Fruits to get access to IVs
Skill Sets
The guy who set Sigurd’s body on fire (Sabotage Support)
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Valflame (+Eff) | A | Fury (3 or 4) |
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Positional Assist | B | Sabotage Spd 3 Alternate: Recover Ring |
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Iceberg | C | Joint Drive Atk |
IVs | +RES or +ATK | S | Distant Guard 3 Alternate: Drive Atk 2 |
Weapon: Valflame(+Eff)
Assist: Positional Assist / Preference
Special: Iceberg
Passive A: Fury 3 or 4
Passive B: Sabotage Spd / Recover Ring
Passive C: Joint Drive Atk / Preference
Sacred Seal: Distant Guard / Drive Atk
- Arvis’s refined Valflame gives him a potent mix of supportive utility and offensive power, as it essentially grants him both the effects of the Broadleaf Dagger and a Sabotage-Esque debuff that lacks any requirements beyond foes being adjacent to each other within 3 spaces. Due to Arvis’s rather middling statline though, he’s most at home as a support unit.
- Fury gives Arvis a decent stat boost, while raising his visible Resistance for Sabotage use, although visible resistance is unnecessary for his exclusive weapon.
- Sabotage Spd allows Arvis to debuff the Speed of foes adjacent to each other in addition to the effect of his exclusive weapon, giving Arvis and his allies a massive advantage in combat against afflicted foes. Recover Ring is also serviceable on a budget, and can be used with Reciprocal Aid to make Arvis a pseudo-healer of sorts, although this is less potent overall than having an actual healer around(for the most part).
- Joint Drive Atk gives both the user and allies within 2 spaces a +4 bonus to Attack in combat, which is greatly appreciated by most units. However, a cheaper C slot skill such as Distant Guard is perfectly workable as well.
- Finally, Arvis’s Sacred Seal is best devoted to additional support(Distant Guard, Drive Atk).
And Stole His Wife (Offense)
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Valflame (+Eff) | A | Fury (3 or 4) Alternate: Sturdy Impact |
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Positional Assist | B | Lull Atk/Res 3 |
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Iceberg | C | Joint Drive Atk |
IVs | +ATK or +RES / -DEF | S | Atk/Def Solo 3 Alternate: Atk/Spd Solo 3 |
Weapon: Valflame(+Eff)
Assist: Positional Assist / Preference
Special: Iceberg
Passive A: Fury 3 or 4 / Death Blow 3 or 4 / Sturdy Impact / Atk/Spd Solo 3 or 4
Passive B: Lull Atk/Res / Chill Spd
Passive C: Joint Drive Atk / Preference
Sacred Seal: Atk/Def Solo / Death Blow / Atk/Spd Solo
- Arvis can also perform reasonably well as a player phase unit, as the refined Valflame is capable of dishing out considerable amounts of damage against debuffed foes, and it’s innate Attack and Resistance debuffs are more than sufficient enough to give Arvis solid firepower against afflicted foes.
- Most Attack boosting player phase A slot skills, such as Sturdy Impact or Death Blow, will grant Arvis additional firepower, alongside follow-up Attack potential(Atk/Spd Solo) increased safety when Attacking foes with Distant Counter(Sturdy Impact), or increased effectiveness of Valflame’s Sabotage(Fury).
- Lull Atk/Res increases Arvis’s one-shot potential further while giving him additional safety against foes with Distant Counter, but Chill Speed can also be used for team support purposes while boosting his damage output against the afflicted foe on a budget.
- Finally, Atk/Def Solo / Atk/Spd Solo and Death Blow both serve to increase Arvis’s attack power further. While the solo skills are generally superior, many units make good use of them, so Arvis may not necessarily be their ideal user if other units in his team need them, and his Attack power is the same with Death Blow regardless.
What A Total Jerk. (Enemy Phase)
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Valflame (+Eff) | A | Close Foil Alternate: Mirror Stance 3 |
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Positional Assist | B | Null C-Disrupt 3 Alternate: Lull Atk/Res 3 |
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Iceberg Alternate: Noontime |
C | Pulse Smoke 3 |
IVs | +ATK or +RES / -DEF | S | Mystic Boost 3 Alternate: Atk/Def Solo 3 |
Weapon: Valflame(+Eff)
Assist: Positional Assist / Preference
Special: Iceberg / Noontime
Passive A: Close Foil / Mirror Stance 3 / Sturdy Stance 3
Passive B: Null C-Disrupt / Lull Atk/Res
Passive C: Pulse Smoke / Preference
Sacred Seal: Mystic Boost / Atk/Def Solo / Spd/Res Solo
- Arvis is also very capable as an Enemy Phase unit in spite of his low Defense, as Arvis can take advantage of his exclusive weapon (alongside additional debuffing teammates if desired) to exploit his refined Valflame’s Broadleaf Fan esque effect to the fullest. His high Resistance also gives him a good matchup against magic users, although he still has to be wary of Blue mages with extremely high firepower and/or Speed, such as Guinivere.
- Sustain is a necessity for Enemy Phase builds, so running either Noontime or the Mystic Boost sacred seal is recommended. Of the two, The Mystic Boost sacred seal is idea, as it also synergizes well with Null C-Disrupt by disabling the Wrathful Staff of Staff users, allowing him to completely disable the Razzle Dazzle combo. It also greatly improves his matchup against dragons by disabling their adaptive damage.
- Due to his status as a ranged unit, Arvis’s A slot choice is much more flexible than that of most melee units, due to the most threatening units commonly being ranged. Close Foil remains one of Arvis’s best A slot options regardless, giving him a much needed Defense boost while giving him the ability to counterattack close range physical foes, although he still needs to be careful when taking them on. Aside from Close Foil, Stance 3 skills such as Mirror Stance 3 and Sturdy Stance 3 also work well.
- For Arvis’s B slot, Null C-Disrupt is a great choice thanks to his high Resistance, making him an excellent counter to staff users, especially in conjunction with Mystic Boost. Lull Atk/Res also remains a great choice as it raises his durability and damage output while nullifying the foe’s Attack and Resistance buffs.
- Pulse Smoke is the C slot skill of choice for most Enemy Phase units due to the effectiveness of it’s cooldown increase, but it can be replaced with a cheaper alternative such as Atk Smoke.
- If Noontime is run instead of the Mystic Boost sacred seal, Arvis can opt for Solo seals instead for a large stat boost while he isn’t adjacent to any allies.
Strengths
Valflame
Arvis’s refined Valflame gives him a brand new lease on life, combining the effects of a dual Sabotage(albeit only needing foes adjacent to each other) and Broadleaf Fan in one. This weapon allows Arvis to be effective both offensively and defensively, although he’ll need additional debuff support from teammates to maximize his damage output in the case of offensive sets.
Infantry
Arvis benefits greatly from being an infantry unit compared to other movement types, gaining access to a plethora of powerful B slot skills such as Null C-Disrupt and lacking a weakness to effective weaponry, outside of rare cases such as the Kitty Paddle(which is almost never used due to its rarity and low might) and exclusive weaponry such as Guinevere's Aureola(a unit Arvis should be kept far away from regardless).
Weaknesses
Terrible Defense
Arvis’s terrible base Defense of 17 is his achilles heel. Essentially anything that can hit Arvis for physical damage will pose a great threat if it reaches him, and units with Distant Counter that can survive a hit from Valflame and hit him physically, such as Seliph and Sigurd(ironic) will easily decimate him on the counter, and faster foes will likely perform follow-up attacks against him as well, due to his unimpressive Speed. Dragons also pose a significant threat to Arvis without the Mystic Boost sacred seal due to their adaptive damage, allowing them to hit Arvis where it hurts the most.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Red Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Red Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Red Tome Users Only
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200 | 2 | 9 |
![]() At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk/Res-4 until the end of foe's next action. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res). Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res). Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Restores 10 HP at the start of each turn. (Skill cannot be inherited.) Non-Inheritable skill.
Unlocks at 5 ★ |
200 | B |
![]() At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-3 until the end of foe's next action. Inheritable by all units.
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60 | C |
![]() At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-4 until the end of foe's next action. Inheritable by all units.
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120 | C |
![]() At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action. Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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Banners Featured In
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