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Analysis by ZeShado
Colm - Capable Thief

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 43
ATK 36
SPD 41
DEF 24
RES 32

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 7 10 4 7
Middle 19 8 11 5 8
High 20 9 12 6 9

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 40 33 38 21 29
Middle 43 36 41 24 32
High 46 39 45 28 35

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

Vibe Check (General Use)

Build by ZeShado
Recommended
Quick Dagger+ (+Spd)
Alternate: Barb Shuriken+ (+Spd)
A Flashing Blade (3 or 4)
Alternate: Fury (3 or 4)
Positional Assist B Special Spiral 3
Alternate: Desperation 3
Lethality C Time's Pulse 3
IVs

+ATK or +SPD / -HP

SQuickened Pulse
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Quick Dagger+ (+Spd) / Barb Shuriken+ (+Spd)

Assist: Positional Assist

Special: Lethality

A Passive: Flashing Blade (3 or 4) / Fury (3 or 4) / Atk/Spd Boosting A Slot

B Passive: Special Spiral / Desperation

C Passive: Time’s Pulse

Sacred Seal: Quickened Pulse / Flashing Blade

  • With the addition of Ouch Pouch+ in the regular pool, now under the guise of Quick Dagger+, it would only be fitting to make a set around it. As such, this set is going to focus on Lethality triggering, and because that’s the main focal point, there’ll also be an additional option of Barb Shuriken+ added into the mix to give the player more flexibility.
     
  • Flashing Blade is going to be very important for triggering Lethality as he won’t be able to trigger it during each combat otherwise. It can still be stopped by Guard effects, but it won’t trigger regardless in the first combat if he doesn’t have it present. However, if running Barb Shuriken+, he has more options for his A Passive. Fury, for example, is going to be a great option when paired with Desperation as he’ll be able to get two attacks and trigger Lethality before the foe can counter. Likewise, anything that increases his overall offensive prowess is going to be desired. However, make sure that he has Flashing Blade somewhere in his kit.
     
  • Depending on the weapon being used, Colm can either opt for Special Spiral or Desperation. Special Spiral works better with Quick Dagger+ as he’ll be able to maintain a consistent two-cooldown Special while Desperation will work better with Barb Shuriken+ as it’ll already be at two cooldown, provided that he is running Time’s Pulse. Moreover, he can maintain longer longevity with Desperation and Barb Shuriken+ as he’ll be able to get two attacks out before the foe can counter.
     
  • Time’s Pulse is going to be mandatory for the Barb Shuriken+ set to work as Lethality is set at three cooldown at the beginning of every turn. However, it can be substituted with Velouria or similar-acting support if running Quick Dagger+ since it’s mainly going to be used to set up an instant Lethality.
     
  • Depending on the rest of the kit, Colm can either opt for Quickened Pulse or Flashing Blade as his Sacred Seal. Quickened Pulse can help set up turn one Lethality while running Flashing Blade can open up his A Passive to skills that further increase his offensive pressure. Moreover, if running Barb Shuriken+, he can always trigger Lethality on the second hit during combat, provided that there aren’t any Guard effects present.

41 Base Spd Moment (Player Phase)

Build by ZeShado
Vicious Dagger+ (+Spd)
Alternate: Courtly Fan+ (+Spd)
A Atk/Spd Boosting A Slot
Positional Assist B Windsweep 3
Alternate: Watersweep 3
Moonbow
Alternate: Glimmer
C Joint Drive Spd
Alternate: Joint Drive Atk
IVs

+ATK or +SPD / -HP, -DEF, or -RES

SFlashing Blade 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Vicious Dagger+ (+Spd) / Courtly Fan+ (Spd)

Assist: Positional Assist

Special: Moonbow / Glimmer / Ruptured Sky

A Passive: Atk/Spd Boosting A Slot

B Passive: Windsweep / Watersweep

C Passive: Joint Drive Spd / Joint Drive Atk / Atk/Spd Menace / Spd Smoke

Sacred Seal: Flashing Blade / Blade Session

  • Vicious Dagger+ and Courtly Fan+ having innate half Null Follow-Up open up the possibility of preventing counterattacks from physical or magical foes, depending on the B Passive being run. This set is mainly to highlight that as well as recommend some preferable skills with the weapon in mind.
     
  • Any A Passive that increases Colm’s overall Atk and Spd are going to be desired as he’ll be running Windsweep or Watersweep, which requires him to be faster than the foe. Nothing else to it.
     
  • As previously mentioned, the innate half Null Follow-Up allows Colm to run Windsweep or Watersweep and prevent counterattacks while simultaneously securing his own doubles. The option will mainly boil down to preference, but Windsweep tends to be the standard.
     
  • Any C Passive that increases Colm’s overall Spd is a good option since he’ll be making Spd checks with Windsweep/Watersweep. That being said, his base Spd is already really high, so he can always opt for a skill that increases his Atk instead.
     
  • Flashing Blade or Blade Session are good options for Colm’s Sacred Seal as one allows him to trigger two-cooldown Specials on every second hit, provided that there are no Guard effects present, and the other increases his DPS. Either option does the job fairly well.

Colm’s Calamity (Wings of Mercy Beacon)

Build by ZeShado
Pumpkin-a-Box+ (+Spd)
Alternate: Starfish+ (+Spd)
A Fury (3 or 4)
Alternate: Atk/Spd Boosting A Slot
Positional Assist B Desperation 3
Alternate: Null Follow-Up 3
Moonbow
Alternate: Glimmer
C Joint Drive Atk
Alternate: Joint Drive Spd
IVs

+ATK or +SPD / -HP

SFury 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Pumpkin-a-Box+ (+Spd) / Starfish+ (+Spd)

Assist: Positional Assist

Special: Moonbow / Glimmer / Lethality

A Passive: Fury (3 or 4) / Atk/Spd Boosting A Slot

B Passive: Desperation / Null Follow-Up / Special Spiral

C Passive: Joint Drive Atk / Joint Drive Spd / Spd Smoke

Sacred Seal: Fury / Flashing Blade

  • For a more general use approach, Colm can either run Pumpkin-a-Box+ or Starfish+ alongside a bunch of Fury. Running Pumpkin-a-Box+ can push Colm into the Wings of Mercy and Desperation range much more quickly while running Starfish+ can open up his B Passive to more options. Either weapon does the job well, but it’s important that he has chip damage present.
     
  • Depending on the weapon being run, Colm can either opt for a two-cooldown Special or Lethality. Moonbow and Glimmer are good options with Pumpkin-a-Box+ and Fury in the A or S slot as he’ll be able to fall into the Desperation range quickly. Meanwhile, Lethality can work well with Starfish+ since he can open up his B Passive to other competitive options such as Special Spiral and Null Follow-Up.
     
  • Fury is the go-to option simply for stacking chip damage. However, if you would rather have a bit of variety with his kit, you can run an alternative A Passive that boosts his Atk and Spd so long as he has Pumpkin-a-Box+ and the Fury Sacred Seal equipped.
     
  • Colm’s B Passive will ultimately depend on the weapon being used. If running Pumpkin-a-Box+, Desperation will be his best option since he can fall into that range after one combat. Meanwhile, if running Starfish+, he has more options, whether that’s Null Follow-Up for guaranteeing his own doubles or Special Spiral for constant Lethality triggers.
     
  • Anything that increases his overall Atk or Spd is a solid option. Joint Drive Atk and Joint Drive Spd come to mind as notable options, however, they are rather expensive. As such, you can run Spd Smoke as an alternative, which can help with Flashing Blade checks and securing doubles.
     
  • Fury and Flashing Blade are decent options no matter which weapon is being used. Pumpkin-a-Box+ with Fury as the A Passive can open up the Sacred Seal to either option. Depending on preference, you can continue to stack up chip damage or run Flashing Blade for consistent Moonbow/Glimmer triggers. Meanwhile, Starfish+ having innate Desperation means that you can run Flashing Blade with Special Spiral and trigger Lethality on every second hit, provided that it already triggered once, or you can help meet the Starfish+ condition much more quickly with Fury.

Strengths

Solid Offenses

    Colm starting out with a base of 36/41 Atk/Spd is relatively impressive, especially for a demote. His Spd can also be bolstered by an additional four points as he has a superboon in Spd.

Can Score 180 BST

    Because Colm has a superboon in Spd, he is able to reach the 180 BST bin, which can be great if you’re looking for a good ranged unit for Arena purposes. However, it should be warned that 180 BST isn’t the most secure and will not age all too well as we’ve already entered the 200 BST bin with Duo Dagr.

Weapon Variety

    Daggers have a lot of weapons to work with, which gives them a lot of variety when it comes to their overall gameplay. Simply put, they aren’t locked to one specific niche or role and can be run in multiple facets.

Weaknesses

Da Ba Dee Da Ba Die

    Unlike many of his contemporaries, Colm having a color weakens his flexibility when it comes to overall nuking. Granted, it strengthens his matchups against Red foes, but he’ll have to rely on other allies to take down Green foes in many cases. This can especially be an issue in modes such as Arena as some of the highest-scoring units happen to be Green (Brave Edelgard, Duo Dagr, Ascended Fjorm to name a few).

Competition

    Kaze, Kagero, and Sothe, to name a few, are easily accessible Dagger units that have a pre-defined niche and PRF to call their own, which in turn, brings about competition. Most of these units are also able to outperform Colm in many cases due to the nature of their PRFs. However, with the plethora of inheritable daggers in the game, the gap in performance can be mitigated by quite a lot. That being said, Colm still has a color, which limits his matchups much more than the former three units mentioned.

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 2 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Quick Dagger

At the start of turn 1, grants Special cooldown count-2 to unit. Effect:【Dagger 5】  【Dagger 5】 After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 8
Quick Dagger+

At the start of turn 1, grants Special cooldown count-2 to unit. Effect:【Dagger 7】  【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Dagger users only.
300 2 12
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Pivot

Unit moves to opposite side of adjacent ally.

Learns by default at 4 ★
1 150

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
Moonbow

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

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Speed +1

Grants Spd+1

Inheritable by all units.
Unlocks at 1 ★
30
A
Atk/Spd 1

Grants Atk/Spd+1.

Inheritable by all units.
Unlocks at 2 ★
80
A
Atk/Spd 2

Grants Atk/Spd +2.

Inheritable by all units.
Unlocks at 4 ★
160
A
Atk/Res Link 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+2 to unit and target ally or unit and targeting ally for 1 turn.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
B
Atk/Res Link 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+4 to unit and target ally or unit and targeting ally for 1 turn.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
B
Atk/Res Link 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+6 to unit and target ally or unit and targeting ally for 1 turn.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: The Sacred Stones

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