- Default
- Attack
- Special
- Injured
Brigand Boss - Known Criminal |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 11 | 8 | 8 | 4 |
Middle | 19 | 12 | 9 | 9 | 5 |
High | 20 | 13 | 10 | 10 | 6 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 42 | 39 | 32 | 32 | 21 |
Middle | 45 | 42 | 35 | 35 | 24 |
High | 48 | 46 | 38 | 38 | 28 |
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 |
---|---|---|---|---|
Skill Sets
The ugly ba---- (Melee Specialist)
Seahorse Axe+ (+Spd) Alternate: Vulture Axe+ (+Spd) |
A | Atk/Def Unity Alternate: Close Def 4 |
|
---|---|---|---|
Positional Assist | B | Null Follow-Up 3 Alternate: Lull Atk/Def 3 |
|
Draconic Aura Alternate: Sol |
C | Joint Drive Spd Alternate: Pulse Smoke 3 |
|
IVs | Preferred IV: +ATK or +DEF or +SPD | S | Atk/Spd Solo 3 Alternate: Deflect Melee 3 |
Preferred IV: +ATK or +DEF or +SPD
Weapon: Seahorse Axe+ (+Spd/Def) / Slaying Axe+ (+Spd/Def) / Vulture Axe+ (+Spd/Def)
- There are a variety of viable weapon options including but not limited to Seahorse Axe+ which grants a guaranteed follow-up attack or Slaying Axe+ which accelerates Special Cooldown.
- Both of which would be refined to boost key stats.
Assist: Positional Assist
Special: Damage Specials / Healing Specials
- The choice between Specials can vary depending on if you want more potential for OHKO’s with offensive Specials such as Bonfire or more survivability with Specials such as Sol.
Passive A: Atk/Def Unity / Sturdy Stance / Close Def
- The nature of a build specializing in close range and paired with a save skill synergizes perfectly with Unity Skills, which first grant a boost to key stats when within 2 spaces of an ally as well as converting any visible debuffs to further buffs during combat.
- Other Enemy Phase-centric skills such as Sturdy Stance which has the Guard effect or Close Defense which negates foe’s bonuses both of which boost key stats also make for suitable A slots.
Passive B: Spurn / Null Follow-Up / Lull Atk/Def
- In addition to % damage reduction scaling off of Brigand Boss’ Spd stat, Spurn provides an additional +5 damage upon Special activation when under 75% health.
- Lull skills such as Lull Atk/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.
- Null Follow-Up is a coveted anti-meta skill that disables any foe's skills that guarantee their follow-up attack or prevents yours.
Passive C: Joint Drive Atk or Spd or Def / Smoke Skills / Flexible
- Joint Drive skills provide a buff for both Brigand Boss and any allies within 2 spaces.
- Smoke skills such as Pulse Smoke are very effective when taking on multiple opponents. Pulse Smoke is particularly effective in reducing the damage of opponents around the target after combat by slowing down the activation of their Special.
- The C skill can otherwise be replaced as needed to suit the team.
Sacred Seal Solo Skills / Mystic Boost / Deflect Skills
- Atk/Def Solo or any Stance skill that boosts Brigand Boss’ key stats makes for an effective Sacred Seal option.
- Mystic Boost grants additional healing after combat as well disabling adaptive damage and Wrathful Staff.
- Deflect skills act as a safety net against brave weapon effects or other consecutive attacks.
Hide yo waif(u) (Galeforce)
Shuriken Cleaver+ Alternate: Ninja Masakari+ |
A | Heavy Blade 4 / Flashing Blade 4 Alternate: Atk/Spd Ideal 4 |
|
---|---|---|---|
Positional Assist | B | Wings of Mercy 3 | |
Galeforce | C | Time's Pulse 3 Alternate: Odd Tempest 3 |
|
IVs | Preferred IV: +ATK or +SPD | S | Blade Session 3 Alternate: Heavy Blade 3 / Flashing Blade 3 |
Preferred IV: +ATK or +SPD
- This set’s strictly offensive approach makes an asset in Attack or Speed ideal.
Weapon: Shuriken Cleaver+ / Ninja Masakari+
- Shuriken Cleaver+ and Ninja Masakari+ are very similar weapons in the brave effects and stat modifiers that they provide, however, the former has the additional benefit of grinding additional damage depending on the Speed you have over your opponent. Both make for great Galeforce options though.
Assist: Positional Assist
Special: Galeforce
Passive A: Heavy or Flashing Blade / Atk/Spd Boosting A Slot
- Heavy or Flashing Blade 4 makes for a particularly strong choice when running Galeforce. In addition to accelerating his Special cooldown, it also grants a boost of up to 5 true damage per hit depending on how much Attack or Speed Brigand Boss has over his opponent.
- Any form of skill that boosts the key stats in Atk/Spd also makes for a suitable A slot option.
Passive B: Wings of Mercy / Frenzy
Passive C: Time’s Pulse / Odd Tempest / flexible
- Time’s Pulse allows for an easier Galeforce activation by lowering your Special cooldown when it is at its max value at the start of turn.
- Odd Tempest grants you an additional space of movement on odd-numbered turns.
Sacred Seal: Blade Session / Quickened Pulse / Heavy/Flashing Blade / Flexible
- Once again, Atk/Spd boosting skills such as Blade Session make for suitable Sacred Seal option.
- Quickened Pulse can make your initial Galeforce activation even easier by granting Special cooldown -1 at the start of the first turn.
- If not already being utilized in the A slot, Heavy/Flashing Blade is also a good choice here.
Strengths
Infantry
The benefit of being infantry comes with access to exceptional exclusive skills for both support and combat.
Fantastic Attack
In any Fire Emblem game you’ll find that early game brigand enemies have one thing, and that is a big Attack stat. They may not be able to deal damage since those games actually have hit rates but you don’t have to worry about that in FEH. This big 42 with a superasset Atk stat will always hit its mark.
Easily Mergeable
Brigand Boss’ status as a Grand Hero Battle unit means he will be available for purchase using Heroic Grails, allowing players to merge him and gain improved stats without spending orbs.
Weaknesses
Generic and strictly outclassed
Not having a prf weapon is one thing but go take a look at Atlas and you’ll find a unit that is both strictly outclassing statwise and far better looking.
Brigand Boss’ uncontested worth lies in the novelty of an insignificant chapter boss goon being added to Fire Emblem Heroes. Maybe next year they’ll let us vote for Batta the Beast or 3-13 archer?
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
Iron Axe Learns by default at 1 ★ Unlocks at 1 ★
Inheritable by Axe users only.
|
50 | 1 | 6 |
Steel Axe Learns by default at 3 ★ Unlocks at 2 ★
Inheritable by Axe users only.
|
100 | 1 | 8 |
Vulture Axe If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently. Learns by default at 4 ★ Unlocks at 3 ★
Inheritable by Axe users only.
|
200 | 1 | 10 |
Vulture Axe+ If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently. Learns by default at 5 ★ Unlocks at 5 ★
Inheritable by Axe users only.
|
300 | 1 | 14 |
Available Rearmed Weapons |
---|
Arcane Þrima |
Arcane Downfall (+Def) |
Arcane Downfall (+Res) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Special Skills
Special Skills | SP | Turns |
---|---|---|
Dragon Gaze Boosts damage by 30% of unit's Atk. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
|
100 | 4 |
Dragon Fang Boosts damage by 50% of unit's Atk. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
|
200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
Chill Def 1 At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Unlocks at 3 ★ |
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 4 ★ |
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 5 ★ |
240 | B |
Atk Smoke 1 Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 1 ★ |
60 | C |
Atk Smoke 2 Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
120 | C |
Atk Smoke 3 Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Echoes
|
---|
Banners Featured In
None