GamePress
Analysis by Chibi_Chu
Asbel - Windswept Youth

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
165
HP 40
ATK 36
SPD 42
DEF 21
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 11 3 6
Middle 18 8 12 4 7
High 19 9 13 5 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 33 39 18 23
Middle 40 36 42 21 26
High 43 39 46 24 30

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

Let the Wind Lead (Superunit)

Build by Chibi_Chu
Recommended
Grafcalibur A Close Foil
Alternate: Close Counter
Positional Assist B Null Follow-Up 3
Noontime
Alternate: Sol
C Atk Smoke 3
Alternate: Pulse Smoke 3
IVs

+ATK or +SPD / -DEF

SAtk/Def Solo 3
Alternate: Spd/Res Solo 3

Show Explanation/Analysis

Weapon: Grafcalibur 

Assist: Positional Assist 

Special: Noontime / Sol 

Passive A: Close Foil / Close Counter 

Passive B: Null Follow-Up 

Passive C: Atk Smoke / Pulse Smoke 

Sacred Seal: Atk/Def Solo / Spd/Res Solo 

  • While 40 HP, 21 Defense, and 26 Resistance don’t seem like promising stats for a build meant to survive against and KO several Enemy Phase units at once, Grafcalibur allows Asbel to do so very effectively anyways.
    • Its -1 Special cooldown allows Asbel to more frequently activate healing Specials such as Noontime and Sol, granting him sustainability and stronger survivability. Sol is better if Asbel has a way to accelerate Special trigger on his enemy's attack (for example, support from New Year Velouria's Renewed Fang), as he'll be able to activate it on his first counterattack; otherwise, Noontime is best.
    • If Asbel initiates combat or is within 2 spaces of an ally, he gains +5 to all stats and nullifies the enemy’s visible buffs during combat. The former helps Asbel deal more damage, perform/avoid follow-up attacks more consistently, and receive less damage, while the latter is very beneficial against Defense teams that use visible buffs or have refreshers that grant visible buffs, such as Duo Peony.
  • Close Foil is the ideal A slot for Asbel, as while he will be unable to counterattack against Dragons (which are very uncommon minus the usually low-threat Sothis and Duma), he gains +5 Atk/Def during combat when physical enemies initiate combat against him. This improves both Asbel’s damage output and survivability against physical enemies.
  • Asbel will almost never receive an enemy follow-up attack, as he makes it very difficult for enemies to perform natural follow-up attacks thanks to his sky-high Speed and makes it impossible for enemies to perform guaranteed follow-up attacks thanks to Null Follow-Up. On the offensive side, Asbel will almost always perform a follow-up attack thanks to his fantastic Speed and Null Follow-Up nullifying enemy skills that prevent his follow-up attacks.
  • Asbel’s C and S slots are primarily up to player preference. While Atk Smoke’s -7 Attack debuff is more consistently helpful than Pulse Smoke’s +1 Special cooldown debuff, Pulse Smoke helps to shut down common Infantry Pulse Aether Raids Defense teams. When not adjacent to an ally, Atk/Def Solo grants Asbel +6 Atk/Def during combat while Spd/Res Solo grants +6 Spd/Res; both improve Asbel’s damage output and survivability.

Friend of the Wind (AoE Sweeper)

Build by Chibi_Chu
Recommended
Grafcalibur A Life and Death (3 or 4)
Alternate: Fury 4
Positional Assist B Special Spiral 3
Blazing Special C Res Smoke 3
IVs

+ATK / -HP or -DEF

SAttack +3
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Grafcalibur

Assist: Positional Assist 

Special: Blazing Special 

Passive A: Life and Death (3 or 4) / Fury 4 

Passive B: Special Spiral 

Passive C: Res Smoke / Time’s Pulse 

Sacred Seal: Attack +3 / Hardy Bearing

  • With high Attack and a weapon granting -1 Special cooldown, Asbel can become a fantastic abuser of AoE Specials with Special Spiral.
    • Grafcalibur reduces the cooldown of Asbel’s AoE Special to 3. When he activates it before combat, he attacks during combat immediately after, reducing his Special’s cooldown to 2. After combat, Special Spiral decreases the cooldown of Asbel’s Special to 0, allowing it to immediately be ready again.
  • Blazing Special damage is calculated by multiplying the gap between Asbel’s visible Attack and the enemy’s visible Resistance by 1.5. As such, Life and Death, Fury, and Attack +3 are Asbel’s strongest choices to maximize both AoE and in-combat damage. Res Smoke inflicts -7 Resistance on enemies within 2 spaces of the target, maximizing the gap between Asbel’s visible Attack and the enemy’s visible Resistance and thus the damage he inflicts with his AoE Special.
  • An alternative to Attack +3 in Asbel’s Sacred Seal is Hardy Bearing. Because AoE damage is considered to be pre-combat, enemies at ≤ 75% HP can activate Vantage during combat and threaten to OHKO Asbel before he can finish them off; Hardy Bearing nullifies any skills that change attack priority (such as Vantage), preventing this from occurring. A -HP IV is also something to consider, as lower HP allows Asbel to receive Special cooldown reduction from allies with Infantry Pulse more consistently.

A Promise Unforgotten (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Grafcalibur A Sturdy Impact
Positional Assist B Null Follow-Up 3
Alternate: Lull Spd/Res 3
Ruptured Sky
Alternate: Luna
C Time's Pulse 3
Alternate: Distant Guard 3
IVs

+ATK or +SPD / -HP or -DEF

SSwift Sparrow 2
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Grafcalibur 

Assist: No Assist / Positional Assist 

Special: Ruptured Sky / Luna 

Passive A: Sturdy Impact 

Passive B: Null Follow-Up / Lull Spd/Res

Passive C: Time’s Pulse / Distant Guard

Sacred Seal: Swift Sparrow / Hardy Bearing 

  • With Grafcalibur granting -1 Special cooldown, the combination of it and Time’s Pulse allows Asbel to always have a 2-cooldown Special ready once his phase begins, even if he gets hit by Pulse Smoke beforehand. As such, Specials like Ruptured Sky, Moonbow, and Glimmer work wonders. Alternatively, with Infantry Pulse support, Asbel can opt for more powerful Specials with longer cooldowns like Luna and Dragon Fang, although he risks getting Pulse Smoked.
  • Sturdy Impact and Null Follow-Up ensure as much as possible that Asbel will perform a follow-up attack and the enemy will be unable to do the same. The -3 Spd/Res debuff during combat that Lull Spd/Res inflicts still makes it a decent alternative despite Grafcalibur’s nullification of visible buffs. 
  • With Grafcalibur, Sturdy Impact, and Swift Sparrow, Asbel gains +15 Attack, +9 Speed, +15 Defense, and +5 Resistance when he initiates or is within 2 spaces of an ally, making him potentially annoying to KO while dealing fantastic damage and preventing most follow-up attacks. Hardy Bearing is a strong alternative for ignoring Vantage, which many units use in Aether Raids Offense to sweep Enemy teams by OHKOing on their counterattack before enemies can attack them.
  • Whether or not Asbel uses an Assist depends on whether players would like for him to get refreshed. Without an Assist, Asbel moves before refreshers, allowing him to get refreshed by them. Given that he is incredibly powerful when he initiates, this is a more than viable option.

Like a Leif Upon the Wind (General Offense)

Build by Chibi_Chu
Grafcalibur A Fury 4
Alternate: Atk/Spd Push 4
Positional Assist B Desperation 3
Luna
Alternate: Moonbow
C Joint Drive Atk
Alternate: Joint Drive Spd
IVs

+ATK or +SPD / -DEF

SFlashing Blade 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Grafcalibur

Assist: Positional Assist 

Special: Luna / Moonbow 

Passive A: Fury 4 / Atk/Spd Push 4

Passive B: Desperation

Passive C: Joint Drive Atk / Joint Drive Spd 

Sacred Seal: Flashing Blade / Swift Sparrow / Atk/Spd Solo

  • Asbel’s 36/42 offensive statline naturally lends itself well to an offensive and Player Phase set.
  • Grafcalibur’s -1 Special cooldown in addition to +5 to all stats and enemy visible buff neutralization if Asbel initiates or is within 2 spaces of an ally grants him a significant amount of additional offensive potency. In combination with Desperation and Flashing Blade, Asbel can activate a 3-cooldown Special such as Luna on his follow-up attack if no Guard effect is present and his HP is ≤ 75%. Alternatively, Asbel can swap Flashing Blade for Swift Sparrow or Atk/Spd Solo and Luna for Moonbow to achieve the same feat.
  • Any A slot that increases Asbel’s offenses works wonders for an offensive set. His base Fury 4 is a fantastic choice, as it not only increases Asbel’s offenses, but also increases his defenses and inflicts recoil damage, allowing Asbel to reach Desperation’s ≤ 75% HP requirement without needing to receive an enemy attack at all. Atk/Spd Push 4 achieves a similar effect, sacrificing +4 Def/Res and being useless if Asbel’s HP is < 25% in exchange for an additional +3 Atk/Spd and 3 less recoil damage compared to Fury 4.
  • Joint Drive Atk and Joint Drive Spd grant Asbel +4 Attack or Speed respectively if he is within 2 spaces of an ally, along with granting allies within 2 spaces +4 Attack or Speed. Whichever one is chosen is up to player preference.

Strengths

Outstanding offenses

Being the absolute legend that he is, Asbel stands amongst and even exceeds his most offensive Green Mage peers (including Young Merric, Thrasir, and Legendary Celica) with 36 Attack and 42 Speed. He’ll have little trouble dealing impressive damage and consistently performing and avoiding follow-up attacks.

Grafcalibur

Asbel’s personal weapon is none other than his staple Grafcalibur!

  • To start, it grants -1 Special cooldown, allowing Asbel to more frequently activate offensive Specials for higher damage output or healing Specials for greater survivability and sustainability. In combination with a 2-cooldown Special such as Ruptured Sky, Asbel will always have it ready when his phase begins, meaning he is unaffected by Pulse Smoke unless the enemy activates it:
    • ...during Asbel’s phase, and...
    • ...against an ally that is both within 2 spaces of him and moves before him.
  • In addition, if Asbel initiates combat or is within 2 spaces of an ally, he gains +5 to all stats and nullifies the enemy’s visible buffs during combat. The latter works both offensively and defensively, as nullifying visible Spd/Res buffs increases Asbel’s damage and follow-up consistency, while nullifying visible Atk/Spd buffs decreases enemy damage and follow-up consistency.

Infantry advantages

As an Infantry unit, Asbel has access to vital skills like Flashing Blade, Sturdy Impact, Special Spiral, Null Follow-Up, and Time’s Pulse, all of which bolster his already excellent offensive capabilities. In addition, due to the rarity of Tome-effective and Infantry-effective weapons, Asbel scarcely needs to worry about receiving effective damage.

Strong on both phases

While Asbel’s offenses naturally lend themselves well to a Player Phase set, his 60 physical and 65 magical bulks do not; however, thanks to Grafcalibur’s -1 Special cooldown and +5 to all stats, he can become deceptively potent on Enemy Phase as well. A lower Special cooldown means more frequent activations for healing Specials such as Noontime and Sol (which he can take great advantage of thanks to his strong damage output), and with fantastic Speed and Null Follow-Up already in his base kit, Asbel can avoid nearly any follow-up attack.

Asbel

Just having someone as amazing as Asbel in your barracks is a blessing. I hope all of you have a friend that would be willing to stick with you as much as Asbel would with Leif. ^^

Weaknesses

Low mixed bulk

While Grafcalibur grants Asbel the potential to be very powerful on both Player and Enemy Phase through -1 Special cooldown, +5 to all stats, and nullification of the enemy’s visible buffs, he still has to overcome his aforementioned base 60 physical and 65 magical bulks that leave him prone to being 2HKO’d or even OHKO’d.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 3 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
GrafcaliburAccelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Fury 1Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Fury 2Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
100
A
Fury 3Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Fury 4Grants Atk/Spd/Def/Res+4. Unit takes 8 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Null Follow-Up 1At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Infantry Units Only
Unlocks at 3 ★
60
B
Null Follow-Up 2At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Infantry Units Only
Unlocks at 4 ★
120
B
Null Follow-Up 3Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Infantry Units Only
Unlocks at 5 ★
240
B
Spd/Res Oath 1At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn.  
Infantry & Flying Units Only
Unlocks at 1 ★
60
C
Spd/Res Oath 2At start of turn, if unit is adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.  
Infantry & Flying Units Only
Unlocks at 2 ★
120
C
Spd/Res Oath 3At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn.  
Infantry & Flying Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Thracia 776

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