- Default
- Attack
- Special
- Injured




August - Astute Tactician |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 9 | 3 | 7 | 9 |
Middle | 18 | 10 | 4 | 8 | 10 |
High | 19 | 11 | 5 | 9 | 11 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 37 | 13 | 29 | 39 |
Middle | 40 | 40 | 17 | 32 | 43 |
High | 43 | 44 | 20 | 35 | 46 |
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
Tipping the scales of conviction (Support)
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Diplomacy Staff | A | C Duel Infantry 4 Alternate: Def/Res Bond 4 |
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Nudge+ | B | Even Pulse Tie 3 Alternate: Sudden Panic 3 |
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Fireflood Balm+ | C | Infantry Pulse 3 Alternate: Even Recovery 3 |
IVs | Preferred IV: +HP or +RES | S | HP/Res 2 Alternate: Quickened Pulse |
Preferred IV: +HP or +RES
- Since the crux of this build is centered around support-based skills, your key stats to receive a boon are the ones that trigger them in HP and RES.
Weapon: Diplomacy Staff
Assist: Nudge+
Special: Fireflood Balm+
Passive A: C Duel Infantry / HP Boosting Skills / Def/Res Bond 4
- Any form of HP-boosting skill makes for a great choice in occupying the A slot, with C Duel Infantry being exceptional with it granting a significant boost to your score in game modes such as arena in addition to the stat boost.
Passive B: Even Pulse Tie / Sudden Panic / Sabotage Skills
- Pulse Tie skills make for a top play in PvP game modes such as Summoner Duels by reducing the cooldown of Specials on the enemy team, easily nullifying the threat of instantly charged Specials.
- Sudden Panic makes for a similarly useful slight against the enemy team by inflicting Panic on any foes that are adjacent to one another at the start of turn.
- If the former are unavailable, there are relatively cheap and available options in Sabotage skills that check August’s Res stat in order to inflict a stat debuff on the opponent.
Passive C: Even Recovery / Infantry Pulse / Flexible
- Infantry Pulse further supplements August’s supportive role by granting lowering the cooldown of Infantry allies at the start of the map.
- Even Recovery
- The C slot can otherwise be replaced as needed to suit the team.
Sacred Seal: HP Boosting Skills / Quickened Pulse / Flexible
- HP-boosting skills also make for an effective choice of Sacred Seal in addition to the A slot.
- Quickened Pulse can be useful in instantly charging low cooldown staff Specials such as the Balm skills.
Strengths
Diplomacy Staff
An exceptionally unique support-based weapon. Without the need for any action or positioning, August can grant his support partner an easy stat boost as well as the ability to perform a guaranteed follow-up attack as an effect at the start of the turn. While that alone is impressive, it’s only half of the weapon’s effect.
The other half becomes active once a player unit (excluding the support partner) dies during a map in which the supported unit also gets -2 to their Special cooldown as well as the effect of preventing foe’s follow-up attacks at the start of turn.
- The practical use of this is most apparent in Summoner Duels, as losing any allies is generally best avoided in other game modes.
Impressive Mixed Bulk
For a non-combatant who carries around a staff, August does surprisingly well in taking a hit with a decent value in Def and an exceptional value in Res.
Infantry
The benefit of being Infantry comes with access to exceptional exclusive skills for both support and combat.
Weaknesses
Terrible Speed
Surviving combat becomes a lot more difficult when 99% of units are naturally doubling you at 17 Spd.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Unlocks at 1 ★
Restricted to units that use a Staff.
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50 | 2 | 10 |
![]() Calculates damage from staff like other weapons. At start of turn, grants Atk/Def/Res+6 and the following status to unit's support partner (if any): "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of turn, if at least one ally has been defeated, grants Special cooldown count-2 and the following status to unit's support partner (if any): "Foe cannot make a follow-up attack." Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Restores 5 HP. Learns by default at 1 ★ |
1 | 50 |
![]() Restores 7 HP each to target and this unit. Learns by default at 2 ★ |
1 | 100 |
![]() Restores 8 HP to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) Learns by default at 4 ★ |
2 | 200 |
![]() Restores HP = 50% of unit's Atk (min 8 HP) to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) Learns by default at 5 ★ |
2 | 300 |
Special Skills
Special Skills | SP | Turns |
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![]() When healing an ally with a staff, restores an additional 10 HP to target ally. Learns by default at 4 ★ Unlocks at 2 ★
Restricted to units that use a Staff.
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50 | 1 |
![]() When healing an ally with a staff, grants Res+4 to all allies for 1 turn. Learns by default at 5 ★ Unlocks at 3 ★
Restricted to units that use a Staff.
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150 | 1 |
![]() When healing an ally with a staff, grants Atk/Res+4 to all allies for 1 turn. Unlocks at 4 ★ |
200 | 1 |
![]() When healing an ally with a staff, grants Atk/Res+6 to all allies for 1 turn. Unlocks at 5 ★
Restricted to units that use a Staff.
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300 | 1 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is adjacent to an ally, grants Def/Res+3 during combat.
Inheritable by all units.
Unlocks at 1 ★ |
60 | A |
![]() If unit is adjacent to an ally, grants Def/Res+4 during combat.
Inheritable by all units.
Unlocks at 2 ★ |
120 | A |
![]() If unit is adjacent to an ally, grants Def/Res+5 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() At start of even-numbered turns, restores 5 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Restricted to units that use a Staff.
Unlocks at 3 ★ |
60 | C |
![]() At start of even-numbered turns, restores 10 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Restricted to units that use a Staff.
Unlocks at 4 ★ |
120 | C |
![]() At start of even-numbered turns, restores 20 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Restricted to units that use a Staff.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Thracia 776
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