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Brave Gatekeeper

Analysis by StanTheWoz
Brave Gatekeeper - Nothing to Report

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
171
HP 41
ATK 37
SPD 17
DEF 40
RES 36

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 8 3 9 7
Middle 19 9 4 10 8
High 20 10 5 11 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 34 13 37 33
Middle 41 37 17 40 36
High 44 40 20 44 39

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

You Shall Not Pass! (Great Wall)

Build by StanTheWoz
Recommended
Charging Horn A Close Reversal
Alternate: AR-D Def/Res 3
Positional Assist
Alternate: Harsh Command+
B Detailed Report
Bonfire
Alternate: Ruptured Sky
C Joint Drive Def
Alternate: Joint Drive Atk
IVs

+Atk or +Def or +Res / -Spd

SAtk/Def Form 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Charging Horn

Assist: Positional Assist / flexible

Special: Bonfire / flexible

IVs: +Atk or +Def or +Res / -Spd

Passive A: Close Reversal / AR-D Def/Res / Bracing Stance 3 / flexible

Passive B: Detailed Report

Passive C: Joint Drive Def / flexible

Sacred Seal: Atk/Def Form / Quick Riposte / flexible

  • With Detailed Report, Gatekeeper’s ability to control enemy movement is unmatched in FEH, far above the original effect of Obstruct. He can find a place on many teams as a bulky unit that holds the front line.
  • Charging Horn is a great weapon that provides a substantial Atk and Spd buff to allies within either 3 rows or 3 columns of Gatekeeper, a huge area of the map. In addition to this, it also debuffs his foe’s Atk and Res in combat depending on the number of allies within that area, and prevents his foe’s follow-up attacks if there are at least 3 allies in that area, or at least one structure an enemy can break within 2 spaces of Gatekeeper. 
  • Bonfire is a good choice of Special that scales with Gatekeeper’s Def, which is generally his best stat. A shorter cooldown special like Glimmer or Ruptured Sky could be used if quicker activation is desired; with Quick Riposte seal a 2-cooldown special is generally the highest he can activate within one combat, if the follow-up prevention effect of Charging Horn is active. 
  • The ideal boon is arguably +Def, as Gatekeeper must survive in order to continue to support his allies and prevent enemy movement. +Atk and +Res are also good options if his damage or magical bulk is deemed more important. -Spd is the ideal bane, since Gatekeeper’s Spd is terrible and generally not worth investing in. 
  • The A skill is flexible, with multiple good options depending on role. Close Reversal allows Gatekeeper to counterattack melee foes in addition to boosting his Def by 5 when any unit initiates combat against him. If he is used in a context where counterattacking melee foes is not needed, such as if paired with a unit using a skill like A/D Near Save, then other skills can provide a larger boost to stats. AR-D Def/Res is a good option if he is used on an Aether Raids defense team, while Bracing Stance 3 is good in any mode, as it also slows the Special cooldown of any foe that initiates combat against him. 
  • The C skill is flexible, with Joint Drive Def being a good option on any team that appreciates extra Def. It could be swapped out for something like Joint Drive Atk or Infantry Pulse if a team prefers one of those options for support, or Time’s Pulse in order to faster charge Gatekeeper’s Special and improve his combat. 
  • The seal is flexible, with Atk/Def Form or another seal that boosts stats from ally proximity like Def/Res Bond being good options that improve Gatekeeper’s survivability. Quick Riposte allows him to follow-up when a foe attacks him and he is above 70% HP, improving his combat in those instances. 

Strengths

Charging Horn

Charging Horn is a unique weapon that provides support to Gatekeeper’s allies, specifically Atk and Spd +5 to any allies within 3 rows or columns of him, while also giving him various effects if allies are nearby: debuffing his foe’s Atk and Res by 2 times the number of allies, up to 6, and blocking follow-up attacks against him if at least 3 allies are nearby. All of these effects also trigger if he is within 2 spaces of a structure that foes can destroy, effectively allowing him to “gatekeep” any breakable tile, such as a wall or Aether Raids building. 

Detailed Report

Detailed Report is a massive upgrade to Obstruct, limiting various movement effects of foes. Melee foes cannot move through spaces adjacent to Gatekeeper, ranged foes cannot move through spaces within two spaces of Gatekeeper, and all foes cannot teleport, using skills like Wings of Mercy or Aerobatics, to spaces within 4 spaces of Gatekeeper. This is a skill with incredible potential for countering particular team strategies by preventing movement; disabling Wings of Mercy is very effective against many Galeforce teams, for example, while Gatekeeper can also stand in the way of high Mov units like Legendary Sigurd to prevent him from reaching Gatekeeper’s teammates (though Gatekeeper himself will generally lose to Sigurd in combat). 

Good Atk

Gatekeeper’s base 37 Atk is good, and allows him to deal solid damage. 

Great Bulk

Gatekeeper’s base 41 HP is average, but his base 40 Def and 36 Res are both great and allow him to take low damage from many foes, especially in combination with the effects of Charging Horn. 

Weaknesses

Terrible Spd

Gatekeeper’s base 17 Spd is awful. While Charging Horn grants him immunity to follow-up attacks if enough allies or a breakable structure are nearby, foes can negate this with skills such as Null Follow-Up, or any guaranteed follow-up such as from Bold Fighter if their Spd is 5 higher than Gatekeeper’s. His low Spd also means he has no real way to follow-up aside from Quick Riposte, which is enemy phase only and conditional on Gatekeeper's HP (Quick Riposte 3 only activates if Gatekeeper has at least 70% HP). This means his player phase combat is generally limited to a single attack, and his enemy phase relies on Quick Riposte to double.

Pass

Pass allows foes to avoid all the movement restrictions of Detailed Report and move freely through spaces near Gatekeeper. 

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
Charging Horn

Grants Def+3. Grants Atk/Spd+5 to allies within 3 rows or 3 columns centered on unit during combat. The following effects will occur based on the number of allies within 3 rows or 3 columns centered on unit: If ≥ 1 ally, inflicts Atk/Res-X on foe during combat (X = number of allies in the area × 2; max -6). If ≥ 3 allies, foe cannot make a follow-up attack. (If unit is within 2 spaces of a structure that a foe can destroy, the number of allies in the area is treated as 3.)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Harsh Command

Converts penalties on target into bonuses.

Learns by default at 4 ★
1 150
Harsh Command+

Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.

1 400

Passive Skills

Passive Skills SP Slot
Close Counter

Enables unit to counterattack regardless of distance to attacker.

Ranged Weapon Users Only
Unlocks at 4 ★
300
A
Close Reversal

If foe initiates combat, grants Def+5 to unit during combat and unit can counterattack regardless of foe's range.

Ranged Weapon Users Only
Unlocks at 5 ★
300
A
Detailed Report

Foes with Range = 1 cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)  Foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.)  Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Spur Def 1

Grants Def+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
50
C
Drive Def 1

Grants Def+2 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 3 ★
120
C
Drive Def 2

Grants Def+3 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 4 ★
240
C
Joint Drive Def

Grants Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Def+4 to unit during combat.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Three Houses

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