- Default
- Attack
- Special
- Injured




Ascended Joshua - Resolute Tempest |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 8 | 9 | 6 | 5 |
Middle | 19 | 9 | 10 | 7 | 6 |
High | 20 | 10 | 11 | 8 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 36 | 39 | 25 | 22 |
Middle | 41 | 39 | 43 | 29 | 25 |
High | 44 | 43 | 46 | 32 | 29 |
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
Don't Hold It Against Me (Budget)
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Blade of Jehanna | A | Life and Death 4 Alternate: Atk/Spd Boosting A Slot |
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Positional Assist | B | Null Follow-Up 3 |
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Glimmer | C | Green Feud 3 |
IVs | +ATK +SPD / -HP | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
Weapon: Blade of Jehanna
Assist: Positional Assist
Special: Glimmer
Passive A: Life and Death 4 / Atk/Spd Ideal / Atk/Spd Solo 4 / Atk/Spd Boosting A Slot
Passive B: Null Follow-Up
Passive C: Green Feud / C Feud / Time's Pulse
Sacred Seal: Atk/Spd Solo / Blade Session
- Surprising no one, Joshua's base kit is plenty serviceable in itself. While Life and Death 4 leaves a bit to be desired - since the same bonuses can generally be achieved with an A Slot that doesn't lower his defenses - it doesn't hurt him too badly due to his ability to use a Sweep effect.
- Null Follow-Up is just all around a useful skill for units who don't get it in their prf, as most meta defensive units these days can negate follow-up Attacks.
- For the most part, this build will work and be plenty effective at defeating his opponents, though it doesn't quite have the utility as the other builds mentioned on this page. Joshua doesn't need a lot of help to perform at peak potential and is fantastic right out of the box.
That's Life For Ya (AR-O)
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Blade of Jehanna | A | Fury 4 |
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Positional Assist | B | Disarm Trap 3 |
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Moonbow Alternate: Glimmer |
C | Time's Pulse 3 Alternate: Green Feud 3 |
IVs | +ATK +SPD / -HP | S | Fury 3 |
Weapon: Blade of Jehanna
Assist: Positional Assist
Special: Moonbow / Glimmer
Passive A: Fury 4
Passive B: Disarm Trap
Passive C: Time's Pulse / Green Feud / Colorless Feud
Sacred Seal: Fury 3
- With both Fury in A slot and Fury in S slot, units can now reliably lose 13 HP per initiation, making them perfect for strategies involving allies teleporting to them with Wings of Mercy. Dagger users fare particularly well here, since they can also run Disarm Trap and clear the way for their allies to teleport in without losing the initiation themselves.
- Joshua loses 26 HP across two initiations, putting him reliably into WoM range even with three Mythic heroes giving him stat boosts.
- Since he can utilize a Sweep effect, this also means that he can engage safely without allowing his foes to take advantage of his lower HP.
- Time's Pulse enables Joshua to engage with his Special in the event that his foe would deny his follow-up attack or runs a Guard effect which would otherwise slow his Special.
- With this build, the only difficulty then becomes maneuvering Joshua in position with his 2 mov and engaging, then dancing him to engage again. The Safety Fence can come in handy here, to allow you to position Joshua just outside of his opponent's threat range on the first turn, and then to move in on turn 2.
Want To Make A Bet? (AoE Special Spiral)
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Blade of Jehanna | A | Life and Death 4 |
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Positional Assist | B | Special Spiral 3 |
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Blazing Special | C | Time's Pulse 3 Alternate: Odd Atk Wave 3 |
IVs | +ATK +SPD / -HP | S | Life and Death 3 |
Weapon: Blade of Jehanna
Assist: Positional Assist
Special: Blazing Special
Passive A: Life and Death 4
Passive B: Special Spiral
Passive C: Time's Pulse / Odd Atk Wave
Sacred Seal: Life and Death
- For best results, pair Joshua with a cooldown-reducing support partner such as Velouria or Rafiel (with Infantry Pulse), so that his Special is available on Turn 1.
- This is your typical Special Spiral AoE Build, which Joshua can execute quite well due to his higher stats and offensive killing power. AoE Specials, when combined with Slaying weapons and Special Spiral are very potent - after the Special goes off, the unit has a Special cooldown of 3, and upon attacking it turns to 2, and then Special Spiral reduces it to 0 after combat, enabling constant 'looping' of Specials, ideal for use on multi-dancer teams.
- If attacking from a diagonal, Joshua gets an additional 15% of his foe's Attack factored into his damage, which can make or break between oneshotting an armored foe after his Special goes off, or not. In the case of a foe with Vantage - now a strategy specifically to break these types of builds - Joshua can instead attack from the same row and deny his foe's retaliation attacks.
- Since Joshua already comes with Life and Death 4, Special Spiral is fairly ubiquitous and available through Divine Codes, and most Blazing Specials are available on low rarity units, this build can be less resource intensive to build than some of this other options - since if you're on a budget, you can swap out Time's Pulse for something like an Atk Wave skill and run Joshua with an additional Infantry Pulse on his team for the same effect.
Strengths
Selective Engagement
Ascended Joshua's Blade of Jehanna is unique in that it grants him separate buffs depending on what angle he attacks the enemy from. With this, Joshua can either prevent his foe from counterattacking, or add 15% of his foe's Attack to his own damage. This is very useful as an engage tool, where he can choose between more damage or a safer initiation - and it offers him a counterplay to foes who have Null C-Disrupt.
Great Statline
With 39/43 Offenses and the ability to innately pick a second boon, Ascended Joshua can get 43/46 offenses with a natural +ATK or +SPD IV. Because his dagger grants him the Sweep effect of denying enemy counterattacks, he doesn't necessarily need to worry as much about his defensive stats. Since his dagger also decreases his foes' Speed and Defense by 6 while neutralizing the buffs to those stats, Joshua hits very hard and very fast.
Weaknesses
Walking Back Powercreep
It seems odd that after releasing two dagger units with 3 tiles of movement and Canto 2 (New Year's Fafnir and Yuri), IS has done Ascended Joshua a bit dirty by turning down the powercreep. Joshua has much more difficulty safely engaging a map with overlapping threat ranges due to lacking Canto or additional movement.
Really, all Joshua's prf does is grant him more safe killing power, which is good... but in the current meta, movement and Canto is king and it means that Joshua will struggle to perform at the same level as a unit like Yuri in any competitive game mode. He might do more damage or be able to survive combat easier, but if he can't maneuver into and out of his engagement range safely, then that's sort of a moot point.
B Slot Indecision
To further annoy Joshua fans, New Year Fafnir even has Null Follow-Up in his weapon so he can run Disarm Trap in his B slot - Joshua has to pick between the two crucial skills.
Even if you don't like playing in Aether Raids Offense, which makes dropping the idea Disarm Trap an easy decision, Joshua still can't run Null Follow-Up and Special Spiral both, which lowers his damage potential: either vs enemies who deny his Follow-Ups or to enemies who don't, depending on which B skill he does wind up taking.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() After combat, inflicts Def/Res-3 on foe through its next action. Learns by default at 1 ★ Unlocks at 1 ★ Dagger users only.
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50 | 2 | 3 |
![]() After combat, inflicts Def/Res-3 on foe through its next action. Learns by default at 2 ★ Unlocks at 2 ★ Dagger users only.
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100 | 2 | 5 |
![]() After battle, inflicts Def/Res-5 on foe through its next action. Learns by default at 4 ★ Unlocks at 3 ★ Dagger users only.
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200 | 2 | 7 |
![]() Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-6 on foe and neutralizes foe's bonuses to Spd/Def during combat, and also, if foe in combat is in a cardinal direction of unit, foe cannot counterattack, but otherwise, unit deals damage = 15% of foe's Atk. Effect: 【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Spd+3. Inflicts Def/Res-3. Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() Grants Atk/Spd+4. Inflicts Def/Res-4. Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
100 | A |
![]() Grants Atk/Spd+5. Inflicts Def/Res-5. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
![]() Grants Atk/Spd+7. Inflicts Def/Res-5. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() At 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 1 ★ |
60 | B |
![]() At 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 2 ★ |
120 | B |
![]() 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 ★ |
240 | B |
Green Feud 1 If in combat against a green foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all green foes, excluding foe in combat. Excludes Blue Units from inheriting the skill. Unlocks at 3 ★ |
60 | C |
Green Feud 2 If in combat against a green foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat. Excludes Blue Units from inheriting the skill. Unlocks at 4 ★ |
120 | C |
Green Feud 3 If in combat against a green foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat. Excludes Blue Units from inheriting the skill. Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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