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Analysis by Naz
Brave Seliph - Enduring Legacy

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 40
ATK 43
SPD 41
DEF 37
RES 18

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 10 6 4
Middle 18 10 11 7 5
High 19 11 12 8 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 38 34 14
Middle 40 43 41 37 18
High 43 46 45 41 21

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

This fffire (Player Phase Focus)

Build by Naz
Recommended
Holytide Tyrfing A Atk/Spd Clash 4
Alternate: Heavy Blade 4
Positional Assist B Lull Spd/Def 3
Luna
Alternate: Galeforce
C Heir to Light
IVs

 +ATK or +SPD

SBlade Session 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD

  • An asset to Attack or Speed best compliments Seliph’s offensive playstyle with this set.

Weapon: Holytide Tyrfing

Assist: Positional Assist

Special: Luna / Draconic Aura / Moonbow / Ruptured Sky / Galeforce 

  • Damage Specials with a natural cooldown of 3 such as Luna are the most consistent with their activation while 2 cooldowns such as Ruptured Sky are particularly strong when Seliph is given a form of cooldown reduction, as it will enable the Special to potential activate twice in a single round of combat. 

Passive A: Atk/Spd Boosting A Skills / Heavy Blade 4

  • Any skill that greatly boosts Seliph’s offensive stats such as the in-kit Atk/Spd Clash make for a great choice of A slot.
  • Heavy Blade grants additional true damage and Special cooldown acceleration given you have more Attack than your opponent. 

Passive B: Lull Spd/Def 

  • Lull skills such as Lull Spd/Def also makes for a solid B slot option by neutralizing buffs on the foe’s target stats as well as inflicting an in-combat debuff.

Passive C: Heir to Light  / Flexible

  • Seliph’s personal self buff skill that grants him +6 Atk/Spd, +1 movement, and the effect of Null Follow-Up is easily the most effective choice that he can use in his C slot.

Sacred Seal: Atk/Spd Boosting Seals / Heavy Blade 

  • If not already being used in the A slot, Heavy Blade also makes for an effective Sacred Seal option.

Take Me Out (Chain Miracle)

Build by Naz
Holytide Tyrfing A Distant Dart
Alternate: Atk/Spd Catch 4
Positional Assist B Mystic Boost 4
Luna
Alternate: Miracle
C Heir to Light
IVs

+ATK or +SPD

SBlade Session 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD

Weapon: Holytide Tyrfing

  • This build aims to abuse the non-Special Miracle effect present in Seliph’s weapon by continuously healing after combat. 

Assist: Positional Assist

Special: Luna / Moonbow / Ruptured Sky / Miracle

  • Since the source of the Miracle effect isn’t coming from a Special, Seliph can retain most of his offensive power with this set including a damage dealing Special.
  • …..or you could double up on Miracle as an extra safety net in the event that you’re knocked out of the required HP threshold!

Passive A: Distant Counter Skills / Atk/Spd Boosting A Skills 

  • Ideally, this build is made so that Seliph can have the ability to duel all units as a solo tank which makes Distant Counter skills such as Distant Dart the choice A slot. 
    • Alternate Distant Counter upgrades such as Distant Storm and Distant Pressure shouldn’t be used with this set, as their recoil damage conflicts with the HP threshold for Seliph’s weapon effect. 
  • Seliph doesn’t need to deviate much from his original kit or playstyle for this set to function which makes Atk/Spd boosting A skills remain a suitable option. 

Passive B: Mystic Boost 

  • The condition that defines this set is Holytide Tyrfing’s ability to activate the Miracle for continuous combat given that you can heal back above 25% HP. As such, it is essential that Mystic Boost is run both in B and Sacred Seal slot. 

Passive C: Heir to Light  

  • I would advise against replacing Seliph’s Null Follow-Up self buff, as doing so would make him especially vulnerable to the abundance of potential foes with a guaranteed follow-up effect. 

Sacred Seal: Mystic Boost

Strengths

Holytide Tyrfing

Exceptional weapon that, on top of slaying and a significant stat boost grants the following:

Offensively: 

True damage that takes into account the amount of spaces you’ve moved and scales on the foe’s defense with an extraordinarily high maximum value of 40%. 

Defensively:

A non-Special Miracle effect granted you are above 25% HP at the start of combat. Cannot be mitigated by piercing Specials or Land’s Sword. 

Heir to Light

Everything an offensive cavalry unit would want packaged into one neat C skill with a self buff to Atk/Spd, +1 extra movement, and the effect of Null Follow-Up. 

Stellar Offense

An Attack value of 43 and Speed of 41 is enough to tell you a unit’s prefered playstyle without even looking at the other stats. 

Cavalry

In addition to superior mobility, Seliph is granted access to an array of cavalry exclusive skills.

Weaknesses

Terrible Resistance

Don’t assume Tyrfing’s Miracle effect will always save you when faced with magical damage. A base value of 17 Resistance will offer little protection from getting blown up when faced against magical brave or AoE Special attacks. 

Vulnerable to Stall

Seliph’s personal C skill can hinder him when faced against an opponent that can remotely inflict the Stall effect, as any extra movement buffs will be turned into a penalty that reduces his movement to 1 space.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Holytide Tyrfing

Enables【Canto (2)】. 

Accelerates Special trigger (cooldown count-1).

If unit or foe initiates combat after moving to a different space, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = number of spaces moved by whoever initiated combat (max 4) × 10% of foe's Def (except when dealing damage with area-of-effect Specials), and also, if unit's HP ≥ 25% at start of combat, unit's HP > 1, and foe would reduce unit’s HP to 0, unit survives with 1 HP.

(Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.) 

【Canto (2)】 After an attack, Assist skill, or structure destruction, unit can move 2 space(s).  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied.

Does not stack.

After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted.

Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 50% during combat.

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

Passive Skills

Passive Skills SP Slot
Atk/Spd Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 2 ★
60
A
Atk/Spd Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 3 ★
120
A
Atk/Spd Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 4 ★
240
A
Atk/Spd Clash 4

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces moved by whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat.

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 5 ★
300
A
Lull Spd/Def 1

Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Spd/Def 2

Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Spd/Def 3

Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Heir to Light

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and【Null Follow-Up】 to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.)  【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.

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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