- Default
- Attack
- Special
- Injured
Brave Claude - Almyra's King |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 9 | 5 | 5 |
Middle | 18 | 8 | 10 | 6 | 6 |
High | 19 | 9 | 11 | 7 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 33 | 37 | 20 | 22 |
Middle | 42 | 36 | 40 | 23 | 25 |
High | 45 | 39 | 44 | 26 | 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
We Have Legendary Claude At Home (Player Phase)
Wind Parthia (+Eff) | A | Atk/Spd Catch 4 Alternate: Fury 4 |
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Positional Assist | B | S/D Far Trace 3 Alternate: Guard 3 |
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Deadeye Alternate: Luna |
C | Spd/Def Rein 3 Alternate: Atk/Spd Rein 3 |
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IVs | +Atk or +Spd / -Def or -Res | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Wind Parthia (+Eff)
Assist: Positional Assist / Flexible
Special: Deadeye / Luna
IVs: +Atk or +Spd / -Def or -Res
Passive A: Atk/Spd Catch 4 / Fury 4 / Flexible
Passive B: S/D Far Trace / Guard / Flexible
Passive C: Spd/Def Rein / Atk/Spd Rein / Flexible
Sacred Seal: Blade Session / Flexible
- This build aims to power up Claude’s combat on player phase, allowing him to attack, get counterattacked, and then activate a powerful Special on the follow-up.
- The choice of Special is flexible; Luna lets him punch through the Def of bulky units like Brave Hector while Deadeye ignores percentage-based damage reduction effects common on units like Brave Edelgard and Brave Ike. Both are good in the right situation.
- The boon and bane are flexible, with +Atk and +Spd both being great options for boon to increase Spd and damage. Def and Res are both good choices of bane; both are preferred over HP since HP decreases Claude’s effective bulk against both physical and magical units.
- The A skill should boost Atk and Spd. Atk/Spd Catch 4 provides a large potential boost of up to +9, and +7 as long as Claude’s foe is at 100% HP or debuffed. Other options like Swift Sparrow 3 or Fury 4 can also work.
- The B skill is flexible. S/D Far Trace gives Claude a Canto effect, allowing him to move after combat with any spaces of move that he didn’t use before combat. It also debuffs his foe’s Spd and Def by 3, improving his ability to double and his damage. Guard is a decent option to prevent Claude’s foe from activating a Special in retaliation, making it easier for him to survive the counterattack and heal up close to full HP when he activates his Special. Other options can also work. Windsweep and Watersweep synergize well with Wind Parthia, but require running a lower cooldown Special to activate.
- The C skill is flexible, with Spd/Def Rein providing a great -4 debuff to the Def and Spd of any foes within 2 spaces, essentially increasing Claude’s Spd by 4 comparatively and allowing him to deal more damage. Other options can also work; Atk/Spd Menace and Spd/Def Menace can be great to provide Claude a buff and debuff nearby foes as long as there is a foe within 4 spaces at the start of his turn.
- The seal is flexible, with Blade Session providing the largest potential boost to Atk and Spd when initiating. Other seals like Atk/Spd Solo provide similar boosts.
#Claudesweep (Player Phase)
Wind Parthia (+Eff) | A | Atk/Spd Catch 4 Alternate: Fury 4 |
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Positional Assist | B | Windsweep 3 Alternate: Watersweep 3 |
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Moonbow Alternate: Ruptured Sky |
C | Spd/Def Rein 3 Alternate: Atk/Spd Rein 3 |
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IVs | +Atk or +Spd / -Def or -Res | S | Blade Session 3 Alternate: Swift Sparrow 2 |
Weapon: Wind Parthia (+Eff)
Assist: Positional Assist / Flexible
Special: Moonbow / Ruptured Sky
IVs: +Atk or +Spd / -Def or -Res
Passive A: Atk/Spd Catch 4 / Flexible
Passive B: Windsweep / Watersweep / Flexible
Passive C: Spd/Def Rein / Flexible
Sacred Seal: Blade Session / Flexible
- This build is very similar to the previous build, but swaps out the B skill for Windsweep or Watersweep to deny counterattacks from physical or magical foes, respectively. The Specials have been swapped out for shorter cooldown choices to allow Claude to activate his Special on his second attack against foes that can’t counterattack him.
- As long as Claude’s HP is above 25%, Wind Parthia (+Eff) neutralizes any effects that prevent his follow-up attacks, allowing him to use Windsweep or Watersweep with no drawbacks.
- The ideal bane is dependent on the Sweep used; -Def for Windsweep as Claude should not be taking counterattacks from physical units and -Res for Watersweep.
Claude Default (Mixed/Enemy Phase)
Wind Parthia (+Eff) | A | Atk/Def Catch 4 Alternate: Iote's Shield |
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Positional Assist | B | A/D Far Trace 3 Alternate: Mystic Boost 3 |
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Moonbow Alternate: Ruptured Sky |
C | Atk/Def Rein 3 Alternate: Atk/Spd Rein 3 |
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IVs | +Atk / -Def or -Res or -Spd | S | Atk/Def Catch 3 Alternate: Deflect Magic 3 |
Weapon: Wind Parthia (+Eff)
Assist: Positional Assist / Flexible
Special: Moonbow / Ruptured Sky
IVs: +Atk / -Def or -Res or -Spd
Passive A: Atk/Def Catch 4 / Iote’s Shield / Flexible
Passive B: A/D Far Trace / Mystic Boost / Flexible
Passive C: Atk/Def Rein / Atk/Spd Rein / Flexible
Sacred Seal: Atk/Def Catch 3 / Deflect Magic / Iote’s Shield / Flexible
- The idea behind this build is that Claude takes an attack, then counterattacks, activating his Special to deal high damage, potentially KO, and heal up to near full. Many of the skill choices are flexible, with his most important stat being Atk.
- A 2-cooldown Special should be used so that Claude can activate it on his first counterattack. Moonbow and Ruptured Sky are the most reliable options in general.
- +Atk is generally the best boon, since Claude wants to KO as many foes as possible on the first counter to avoid any follow-up attacks. There is no good choice of bane, but -Def and -Res are somewhat less impactful than -HP. -Spd is also not a terrible option but does render him vulnerable to certain effects from faster units.
- The A skill is flexible. A skill that boosts his Atk and another stat like Atk/Def Catch 4 is great for improving his survivability and damage. Iote’s Shield is also a good option to remove his Bow weakness; otherwise he is vulnerable to being oneshot by strong bow units.
- The B skill is flexible. Claude can opt for a slight debuff to his foe’s stats from A/D Far Trace, or some healing from Mystic Boost, along with disabling the Wrathful effect of staves and any effect that targets the lower of his Def or Res.
- The C skill is flexible, with Atk/Def Rein improving Claude’s damage and decreasing his damage taken. Atk/Spd Rein doesn’t improve his damage but instead lets him follow-up attack more easily.
- The seal is flexible. In addition to the A skills listed above, Deflect Magic substantially improves his survivability against tomes that can strike twice before he can counterattack, such as Ninja Corrin, Winter Lysithea, and Summer Micaiah. Other stat-boosting seals like Atk/Res Solo or another Mystic Boost for healing can also be solid.
Strengths
Wind Parthia (+Eff)
Wind Parthia comes with a variety of useful effects. It accelerates Claude’s Special by 1, grants a boost of up to +10 to all his stats, heals him by 50% when he activates a Special, and reduces the effects of the Deep Wounds effect by 60%, allowing him to still heal 60% of the normal amount even against a foe with Fatal Smoke. It also neutralizes any effects that prevent his own follow-up attacks or slow his Special activation, and reduces the damage taken from his enemy’s first attack in combat by 30%. These effects make Claude a solid threat when initiating combat and a decent mixed phase unit due to the rare ability to heal a flat percentage of his max HP.
Bow Flier
Claude’s status as a flying bow unit lets him use great skills like Deadeye, Atk/Spd Catch, and Spd/Def Hold.
Good Atk and Spd
Claude’s base 36 Atk and 40 Spd are still good by modern standards and allow him to deal solid damage and follow-up attack against many units.
Weaknesses
Mediocre Bulk
Claude’s base 42 HP is solid, but his base 23 Def and 25 Res are rather low, meaning he is vulnerable to strong hits. While the 30% damage reduction from Wind Parthia somewhat alleviates this, he is still vulnerable to any subsequent hits from his foe, especially considering that he has no way to block the multitude of guaranteed follow-ups present on common units. As long as he can activate a Special, he can heal a large chunk of his HP, but surviving hits may be an issue.
Lack of Good B Skills
We all know that ranged fliers get no love when it comes to B skills. Claude does have some decent options like S/D Far Trace for a player phase build but overall the options are weaker compared to the skills available to most other movement types.
Doesn’t Fit the Meta Very Well
Claude is an interesting player phase unit that can survive most counterattacks and then potentially heal up 50% of his max HP and KO by activating a Special on the follow-up, but he is hardly unique in this regard and there are more powerful premium units like Valentine’s Chrom or Legendary Byleth (M) with effects that more reliably counter the meta. As an enemy phase unit, his bulk compares unfavorably to many common meta tanks that also have other, more useful effects like Far Save skills. He is very vulnerable to units that attack twice before he can counter, such as Ninja Corrin and any unit under the effects of Triangle Attack, unless he runs the appropriate Deflect Magic or Deflect Missile seal. Even then, Deadeye and Lethality can nullify those effects.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Bow Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
Steel Bow Effective against flying units. Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
Silver Bow Effective against flying units. Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Bow users.
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200 | 2 | 9 |
Wind Parthia Accelerates 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 during combat, and if unit also deals damage to foe using a Special, restores 50% of unit's maximum HP. (Triggers even if 0 damage is dealt.) 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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Fury 1 Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
Fury 2 Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
100 | A |
Fury 3 Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
Fury 4 Grants Atk/Spd/Def/Res+4. Unit takes 8 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
Chill Spd 1 At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action.
Inheritable by all units.
Unlocks at 1 ★ |
60 | B |
Chill Spd/Def 1 At start of turn, inflicts Spd/Def-3 on foe on the enemy team with the highest Spd+Def total through its next action.
Inheritable by all units.
Unlocks at 2 ★ |
120 | B |
Chill Spd/Def 2 At start of turn, inflicts Spd/Def-5 on foe on the enemy team with the highest Spd+Def total through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
240 | B |
Atk/Spd Rein 1 Inflicts Atk/Spd-2 on foes within 2 spaces during combat.
Flying Only
Unlocks at 3 ★ |
60 | C |
Atk/Spd Rein 2 Inflicts Atk/Spd-3 on foes within 2 spaces during combat.
Flying Only
Unlocks at 4 ★ |
120 | C |
Atk/Spd Rein 3 Inflicts Atk/Spd-4 on foes within 2 spaces during combat.
Flying Only
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Three Houses
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