- Default
- Attack
- Special
- Injured




Brave Byleth (F) - Sublime Light |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 10 | 9 | 3 | 6 |
Middle | 17 | 11 | 10 | 4 | 7 |
High | 18 | 12 | 11 | 5 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 38 | 39 | 22 | 21 |
Middle | 39 | 41 | 43 | 26 | 24 |
High | 42 | 45 | 46 | 29 | 27 |
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
Gonna Fly Now (Mixed Phase)
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Inner Wellspring | A | Atk/Spd Catch 4 |
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Positional Assist | B | Spd Preempt 3 |
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Divine Pulse | C | Spd/Res Hold Alternate: Pulse Smoke 3 |
IVs | +Atk or +Spd / -Def or -Res | S | Atk/Spd Solo 3 |
Weapon: Inner Wellspring
Assist: Positional Assist / Flexible
Special: Divine Pulse
IVs: +Atk or +Spd / -Def or -Res
Passive A: Atk/Spd Catch 4
Passive B: Spd Preempt
Passive C: Spd/Res Hold / Pulse Smoke / Flexible
Sacred Seal: Atk/Spd Solo / Flexible
- Byleth’s base kit gives her all the tools she needs to be a threat on both phases. Some of her skills are more powerful than any alternative while others may be replaced for specific uses.
- The combination of Inner Wellspring, Divine Pulse, and Spd Preempt allows Byleth to be a terrifying threat on both phases so long as she starts her turn within 2 spaces of an ally: she grants herself Null Follow-Up and fully charges Divine Pulse, can activate it immediately in combat to deal extra damage and reduce the damage she takes from her foe’s next hit by 75% and then boost the damage of her next attack by a slightly smaller amount. Null Follow-Up prevents any follow-up attacks from slower foes. Then, after combat, as long as she either initiated or was within two spaces of an ally, Inner Wellspring charges Divine Pulse by 1 again, fully charging it for the next encounter. If she is attacked by a bow, dagger, magic, or staff unit on enemy phase, Spd Preempt allows her to counterattack before they attack so long as she outspeeds them, which is easy to do against most foes under most conditions.
- Spd is generally Byleth’s best boon due to her reliance on it for follow-ups and boosting the damage from Divine Pulse, but Atk is also a great option. Either Def or Res is her best bane. Since she has 75% damage reduction against enemy attacks under most conditions, each point of Def or Res is only worth about 25% of a point of HP.
- The C skill is flexible. While Spd/Res Hold provides a great debuff of -4 Spd and Res to foes within 3 spaces, under some circumstances it may be more useful to have another effect such as Pulse Smoke or Fatal Smoke to counter particular units.
- Atk/Spd Solo is a great choice of seal due to its reliable +6 boost to Atk and Spd in both phases, so long as Byleth is not adjacent to an ally. Blade Session provides a boost of up to +9 to both in player phase, but provides no boost in enemy phase. Other options that boost Atk and Spd like Life and Death can also work, with the reduction in Def and Res barely being noticeable in most cases due to Divine Pulse’s 75% damage reduction.
Strengths
Inner Wellspring
Byleth’s unique tome Inner Wellspring provides a variety of great effects. It accelerates her Special trigger by 1, provides Null Follow-Up as a status effect if she starts her turn within 2 spaces of an ally, as well as charging her Special by 1 under the same conditions. In combat, it provides a boost of 5 to all stats under easy conditions and charges her Special by 1 after combat similar to Special Spiral. These effects combine with Divine Pulse to allow her to activate her Special immediately in most combats and then charge it again afterwards even if she KOs her opponent in one hit.
Divine Pulse
Byleth’s unique Special Divine Pulse provides several useful effects. On attack, it boosts her damage by 25% of her Spd. Then, it reduces the damage taken from her foe’s next attack by 75%, and boosts the damage of Byleth’s next attack by 20% of her Spd, making her very difficult for most units to KO and essentially allowing her to activate a Special on both hits. Since Divine Pulse is a Special, the damage reduction is NOT pierced by effects such as Deadeye and Lethality, though due to Deadeye’s damage doubling on top of Byleth’s bow weakness she may be KO’d by the sheer multiplicity.
Colorless Tome Flier
Byleth’s status as a colorless tome flier gives her neutral triangle matchups against all units, and allows her to use great skills like Atk/Spd Catch and Spd Preempt, a new skill which inflicts a Spd debuff on her foe during combat and allows her to counterattack before they can attack as long as the foe wields a ranged weapon and she outspeeds them.
Amazing Atk and Spd
Byleth’s 41 base Atk and 43 base Spd make her deal high damage and, in combination with her Null Follow-Up effect from Inner Wellspring, allow her to follow-up and avoid follow-up attacks from most units.
Decent HP, Def, and Res
Byleth’s base 39 HP, 26 Def, and 24 Res are mediocre but still decent and allow her to take weak hits. Of course, the damage reduction from Divine Pulse allows her to take very little damage from most hits, so these stats are comparatively less important.
Weaknesses
Enemy Phase Brave-style weapons
Divine Pulse’s damage reduction only applies to the single next hit Byleth takes in combat, so weapons like Ragnell Alondite and Regal Sunshade that strike twice on enemy phase can deal full damage on the second hit, likely KOing her.
Damage Reduction
Byleth’s kit gives her no way of penetrating percentage-based damage reduction effects like Aegis paired with Hardy Fighter, other than simply activating the effect on her first attack, taking a counterattack, and then possibly dealing full damage on the second.
Faster Foes
While there are few units faster than Byleth, if her foe does manage to outspeed her by 5 points they can follow-up and avoid her follow-up, causing her to take full damage from their second attack.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Colorless Tome Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Colorless Tome Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Colorless Tome Only
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200 | 2 | 9 |
![]() Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】to unit for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and if Special triggers before or during combat, grants Special cooldown count-1 after combat. 【Null Follow-Up】 If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn. 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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![]() Boosts damage by 30% of unit's Atk. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage by 30% of unit's Atk. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Boosts damage by 25% of unit's Spd. Reduces damage from foe's next attack by 75%, and unit's next attack deals damage = 20% of unit's Spd. (Resets at end of combat.) Unlocks at 5 ★ Non-Inheritable skill.
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500 | 2 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 【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). Cavalry & Flying Only
Unlocks at 2 ★ |
60 | A |
Atk/Spd Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 【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). Cavalry & Flying Only
Unlocks at 3 ★ |
120 | A |
Atk/Spd Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 【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). Cavalry & Flying Only
Unlocks at 4 ★ |
240 | A |
Atk/Spd Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 【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). Cavalry & Flying Only
Unlocks at 5 ★ |
300 | A |
![]() Inflicts Spd-2 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd ≥ foe's Spd+5, unit can counterattack before foe's first attack. (Excluding when unit's Savior skill triggers.) Cannot be inherited by Axe, Sword, Lance or Beasts of any color. Unlocks at 1 ★ |
60 | B |
![]() Inflicts Spd-3 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd ≥ foe's Spd+3, unit can counterattack before foe's first attack. (Excluding when unit's Savior skill triggers.) Cannot be inherited by Axe, Sword, Lance or Beasts of any color. Unlocks at 2 ★ |
120 | B |
![]() Inflicts Spd-4 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd > foe's Spd, unit can counterattack before foe's first attack. (Excluding when unit's Savior skill triggers.) Cannot be inherited by Axe, Sword, Lance or Beasts of any color. Unlocks at 4 ★ |
240 | B |
![]() Inflicts Spd/Res-2 on foes within 2 spaces during combat. Only inheritable by flier units.
Unlocks at 2 ★ |
60 | C |
![]() Inflicts Spd/Res-3 on foes within 2 spaces during combat. Only inheritable by flier units.
Unlocks at 3 ★ |
120 | C |
![]() Inflicts Spd/Res-4 on foes within 2 spaces during combat. Only inheritable by flier units.
Unlocks at 4 ★ |
240 | C |
Spd/Res Hold Inflicts Spd/Res-4 on foes within 3 spaces during combat. Flying Only
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Three Houses
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