GamePress
Analysis by MackerelPye
Atlas (Unit) - Forest Muscle

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
187
HP 46
ATK 43
SPD 37
DEF 34
RES 27

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 19 9 8 3 2
Middle 20 10 9 4 3
High 21 11 10 5 4

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 43 39 34 31 24
Middle 46 43 37 34 27
High 49 46 40 38 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

Superior Big Bro (Melee Tank)

Build by MackerelPye
Recommended
Seahorse Axe+ (+Def)
Alternate: Plegian Axe+ (+Def)
A Atk/Def Solo (3 or 4)
Alternate: Sturdy Stance (2 or 3)
Positional Assist
Alternate: Rally Assist
B Lull Atk/Def 3
Alternate: Special Spiral 3
Bonfire
Alternate: Aether
C Time's Pulse 3
Alternate: Atk/Def Menace
IVs

+DEF &/OR +ATK &/OR +SPD / -RES 

SAtk/Def Solo 3
Alternate: Steady Breath

Show Explanation/Analysis

Weapon: Seahorse Axe+ (+DEF) / Stout Axe+ (+DEF) / Vulture Axe+ (+DEF) / Plegian Axe+ (+DEF) / Unbound Axe (+Def) / Spirited Axe (+Def)

Assist: Reposition / Swap / Draw Back / Premium Rally+ or Rally Up+ (for Arena) / Harsh Command+

Special: Bonfire / Sol / Noontime / Aether / Ignis / Ruptured Sky

Passive A: Atk/Def Solo / Sturdy Stance / Atk/Def Ideal / Close Def / Spd/Def Variations of aforementioned skills

Passive B: Lull Atk/Def / Special Spiral / Null Follow-Up / Quick Riposte / Atk/Def Ruse 

Passive C: Time's Pulse / Atk/Def Menace / Joint Drive Atk / Joint Drive Def / Atk Smoke / Rouse Atk/Def / Threat. Atk/Def 2-3

Sacred Seal: Atk/Def Solo / Steady Breath / Close Def / Atk/Def Form

  • The build focuses on building up Atlas's melee tanking capabilities. Given that for max Arena scoring Atlas can bring his BST bin to 190 after a single merge and +DEF benefits from a four-point super asset that aids a lot in physical combat, this will likely be the build you're running in said game mode.
  • Thanks to his huge Infantry and Axe library, Atlas has an obscene amount of options you have to narrow down. General guidelines for builds are as follows:
  • This build is focused on building up Atlas's compatibility versus other physical enemies, and would thus appreciate any Atk and Def increases you can offer in available slots Double Atk/Def Solo is a pretty easy example of this, with the simple condition of being away from other allies for a swell +14 Atk/Def boost. 
    • You may also choose invest in Speed given that Atlas reaches a satisfactory value after max investment, and benefits from this include being able to avoid more follow-up hits while allowing Atlas to make several more of his own.
  • Due to its free availability and basically making room for a variety of other useful B slots by making Quick Riposte extensively redundant, Seahorse Axe will generally be a great go-to. It also helps that the effects offered by Unbound and Spirited Axe are easily replicated through skills and Seals with their exact essential effects.
    • Stout Axe comes by default on Atlas and generally isn't a bad thing to stay with, but probably not for long-term investment as Atlus's Speed may become too high to make consistent use of it. 
    • Vulture and Plegian Axe offers significant and almost-maximum Atk/Def swings based on penalties present on the enemy. As such, make a conscious effort to accompany this by running a Rally + Atk/Def Ruse or Atk/Def Menace on Atlas, or using equivalent debuff support from other allies. 
  • For Arena scoring purposes, pick out high SP skills in all slot categories, especially a premium Rally or Harsh Command+ in the Assist as well as any 300 SP choice in the C slot to make up for Atlas's lack of PRF.
  • For stat domination, Lull Atk/Def is a simple but effective B skill that cancels all Atk/Def bonuses present on the enemy while taking them down another notch with -3 in those same stats. Else, Special Spiral makes charging more consistent for longer-strung Specials (especially Aether, Ignis, Bonfire, and Sol), and Null Follow-Up is a good general anti-meta catch-all against the increasing amount of enemy threats with guaranteed follow-up and follow-up prevention effects.
  • Time's Pulse generally lends itself to easier Special trigger combinations. For instance, 3 Specials get reduced to 2 and thus are able to fire off on Atlas's second attack or on a Steady Breath-powered counterattack. Aether also becomes a more practical option with the aforementioned skill setup and rewards Atlas with high SP scoring as well as healing and damage in one slot. 
    • In the case of Ignis, however, keep in mind that it's more optimal to time the 4 CD special out and evenly with Special Spiral + Steady Breath.

Conrad in Shambles (All-Purpose Offense Build)

Build by MackerelPye
Recommended
Seahorse Axe+ (+Spd)
Alternate: Springy Axe+ (+Spd)
A Atk/Spd Boosting A Slot
Alternate: Heavy Blade 4 / Flashing Blade 4
Positional Assist B Null Follow-Up 3
Alternate: Wings of Mercy 3
Bonfire
Alternate: Galeforce
C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

+SPD &/OR +ATK / -HP

SHeavy Blade 3 / Flashing Blade 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Seahorse Axe+ (+Spd) / Springy Axe+ (+Spd) / Ninja Masakari+ / Brave Axe+

Assist: Reposition / Swap / Draw Back / Premium Rally+ or Rally Up+ (for Arena)

Special: Moonbow / Galeforce / Luna / Bonfire

Passive A: Sturdy Impact / Atk/Spd Push 4 / Atk/Spd Ideal 4 / Swift Sparrow 3 / Surge Sparrow 3 / Atk/Spd Solo 3-4 / Heavy or Flashing Blade

Passive B: Null Follow-Up / Wings of Mercy / Lull Spd/Def / Lull Atk/Def / Spd/Def Tempo / Desperation

Passive C: Time's Pulse / Menace Skills / Tempest skills / Joint Drive Skills / Flexible

Sacred Seal: Atk/Spd Solo / Heavy Blade / Blade Session / Flashing Blade / Life and Death

  • It'd be a headache to make builds individually explaining the sheer number of options that Atlas's statline and weapon/movement class offers him. Therefore, all skills listed above are condensed in the following comprehensive skillset combos:
    • Consecutive Attack Builds: [Seahorse / Springy / Ninja Masakari] + Atk/Spd Boosting A-slot and/or Seal + Desperation + Flexible C slot
    • General / AR-O Galeforce: [Ninja Masakari / Brave Axe / Seahorse Axe] + Flashing or Heavy Blade + Additional Atk/Spd passive Seal or A-slot + Galeforce + Wings of Mercy + Time's Pulse
    • Safest Initiator: Seahorse Axe + [Sturdy Impact / Surge Sparrow] + Bonfire + Null Follow-Up or Lull Atk/Def+ [Tempest / Menace / Time's Pulse] 
    • Generalist: [Seahorse Axe / Springy Axe] + Atk/Spd boosting A-slot and Seal + [Null Follow-Up / Lull Spd/Def / Spd/Def Tempo] + Flexible C slot
  • Generally speaking, there are a few universal guidelines with skills involved:
    • Time's Pulse is all-purpose and cuts down on the amount of work needed to trigger Atlas's Special. It's non-negotiably essential for Galeforce unless you're able to provide equivalent cooldown cutting like Infantry Pulse or Wolfpup Fang.
    • Similar to above, Flashing or Heavy Blade accelerates Special charging more quickly towards activation. They are needed for consistent Galeforce activation unless provided through outsourced alternatives like Worldbreaker. Keep in mind the opportunity costs of using them over other potential stat-boosting skills. 
    • Seahorse Axe's guaranteed follow-up lessens the stress of needing to make superior Speed matchups. Thus, it makes Desperation a more reliable option given correct setup but should still be accompanied with dedicated Speed investment to beat out natural Speed comparisons in certain situations. 
    • If your build stacks Defense highly (such as via Sturdy Impact + Seahorse Axe), Bonfire will give you the best burst damage returns in a reasonable amount of cooldown.

Strengths

Villager Bonus / High Stat Total and Great Distribution

True to his original class in Shadows of Valentia, Atlas gains the long-forgotten stat bonus given to Villager class characters. Resultingly and after a single merge, Atlas has the distinction of being the first low-rarity, infantry demote to reach an astounding base stat total of 190. This only benefits him highly as:

  • Easily summonable units like him can be cost-effective merge projects, especially as part of Colisseum mode scoring cores like Arena.
  • It becomes rather difficult to mess up stat distribution as a result of having so many stats to work with. Atlas is glad to be no exception to this notion, with serviceable to very high stats in all categories. 

For a few particulars: Atlas's 43 Atk is at a rather high-damaging value in 2022+, his 37 Speed is definitely not too special but nevertheless achieves a fair share of follow-ups and enemy double avoidances, and his Res is surprisingly not abysmally low and is rather functional in magic tanking emergencies.

Axe Infantry Perks / High Level of Customization

Atlas is rather lucky to have stopped by right after Summer Seth, who offers one of the best inheritable axes that essentially extrapolates Atlas's follow-up game and improves his killing potential all-around, as all weapons with guarunteed follow-ups do. Besides this, a colorful variety of alternative, useful, and ultimately pretty accessible axe weapons are available to fit the niche you choose as described in builds above. Atlas's infantry toys are just as expansive if you're willing to shell out resources; Time's Pulse, Null Follow-Up, Tempests, and Lulls are a few standouts in this regard.

I highly encourage you to expand the explanations under each build as it cannot be understated how obscenely versatile Atlas's options are. 

Weaknesses

Lack of Unique Qualities / Competition

Lacking a unique weapon or passive skill is nothing new for generic units in Heroes. While a bit of a downer, it definitely does not stop Atlas from being combat-viable with the sheer amount of flexibility from well-distributed stats and great inheritables he has access to otherwise. 

For the sake of competitive comparison, however, other players may find themselves more enamored with the fancier, effect-rich, and atypical skill list from premium axe units such as Dagr, Helbindi, Legendary Xander, Spring Maria, Edelgard, Fjorm, and others.

Uninvested Resistance

At only a sufficient base Resistance value of 27 which will be likely uninvested, Atlus will typically not take a great liking to powerful magic and dragon enemy matchups.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
Stout Axe

At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.

Inheritable by Axe users only.
200 1 10
Stout Axe+

At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.

Inheritable by Axe users only.
300 1 14
Available Rearmed Weapons
Arcane Downfall
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Daylight

Restores HP = 30% of damage dealt.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Sol

Restores HP = 50% of damage dealt.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Earth Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat.

Inheritable by all units.
Unlocks at 1 ★
50
A
Earth Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat.

Inheritable by all units.
Unlocks at 2 ★
100
A
Earth Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives def+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
200
A
Threaten Atk 1

At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
50
C
Threat. Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
100
C
Threat. Atk/Def 2

At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem Echoes

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