|Donnel - Village Hero|
|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.|
Donnel's statline distribution allows for a variety of builds, meaning the IV diagram above doesn't exactly reflect how flexible his Assets are. For low investment purposes, however, players will likely be wanting an Attack asset over others, cutting his Resistance or Speed in return.
- +ATK: An Attack asset is universally suitable across all builds Donnel may run as it already sits at a quite good base 35 value.
- +SPD: While Donnel's Speed sits at a very odd value of 29 at base, bettering it through an Asset is worth the effort, especially for high-investment offensive (which want natural follow-ups to occur) and tank builds (which need Donnel to achieve a decent amount of defensive Speed).
- RES: Utilizing a Resistance Asset, and the stat as a whole, is a worthwhile venture for Donnel despite its middling base value. It benefits from a superasset (meaning an increase of 4 Resistance stat points rather than 3), and Donnel can afford to superinvest further with skills such as Berkut's Lance, Warding Breath, Casa Blanca, and more. Otherwise, it is a mostly irrelevant stat especially on offensive or physically-only focused builds.
- DEF: Defense should generally be kept neutral as it sits on a good but borderline base value of 32. Builds focused on melee tanking definitely do appreciate extra physical fortification through a Defense Asset.
- -HP: Compared to Donnel's other stats, his HP is pretty much neither here nor there. For builds specialized in tanking, it should definitely be kept neutral, while unmerged offensive builds typically take it well as a Flaw.
Aether Raids? Beets Me. (Aether Raids Omnitank)
|Casa Blanca+ (+Res)||A||Distant Counter|
|Reposition||B||Null C-Disrupt 3
Alternate: Quick Riposte 3
|C||Pulse Smoke 3
Alternate: Atk Smoke 3
|IVs||S||Quick Riposte 3
Alternate: Fierce Stance 3
Preferred IV: +RES or +ATK / -SPD
- A majority of notable threats in Aether Raids are magic-based, and Donnel's base Resistance needs most of the help it can get numbers-wise. Thus, Resistance is mostly uncontested for the Asset of choice especially considering it increases by 4 rather than 3. For build-switching flexibility or a focus on damage output or both, Attack can be taken.
Weapon: Casa Blanca+ (+Res)
- Many enemies in Aether Raids defenses are reliant on providing their teammates visible bonuses to apply pressure against Offense challengers. Casa Blanca erases this issue entirely against common ranged units by neutralizing said bonuses, though Donnel will still need to exercise caution against buffed melee enemies (as Casa Blanca's effect doesn't apply to them) or those with precharged Specials.
Assist: Reposition / Flexible
- This build is intended to be used as an Aether Raids frontliner, and Donnel will sometimes be needed to rescue his supporting allies from enemy range. Reposition is a short and sweet solution to this, but other options may be taken depending on your level of comfort.
Special: Sol / Noontime / Aether
- Donnel will often find himself versed against mobs, or simply multiple enemies in one sitting, and will thus need a consistent form of sustain to keep himself alive. Though the lack of burst damage quite bites, Sol and Noontime are Donnel's most reliable choices due to their reasonable cooldown.
- Aether is not the most justifiable choice due to its impractical activation rate without Special cooldown acceleration. If supplied with outsourced cooldown acceleration (e.g. refined Geirskögul or Infantry Rush), however, it becomes a very reliable choice as it provides both great sustain and potential burst damage.
Passive A: Distant Counter
- Distant Counter is an uncontested A slot skill; without it, Donnel cannot hope to match up against the majority of common ranged Aether Raids threats at all.
Passive B: Null C-Disrupt / Quick Riposte / Null Follow-Up / Wrath / Mystic Boost
- With Null C-Disrupt, Donnel essentially checks Dazzling Staff and Firesweep weapon users off the list of potential Aether Raids threats. Be careful of the Panic staff, though!
- Quick Riposte is an accessible and nonetheless effective option if other recommended options aren't available. As long as Donnel keeps himself at a reasonable level of health, Quick Riposte grants a follow-up up in enemy phase and closes matchups more reliably and quickly. Additionally, by running this in the B slot rather than as a Sacred Seal, Donnel frees the slot up for another useful Sacred Seal of choice.
- Null Follow-Up is useful against the majority of threats that use follow-up manipulative skills of their own, such as Bold Fighter Duma.
- Wrath somewhat makes up for possible damage output blues (especially from using Noontime or Sol) by providing a flat 10 damage to Donnel's Special activations when below 75% HP.
- Mystic Boost contributes nicely to Donnel's survivability as it restores 6 HP after every combat Donnel is involved in. While this sounds piddling on paper, the recovery helps in longterm combat.
Passive C: Pulse Smoke / Atk Smoke / Def Smoke
- A Smoke skill of choice allows Donnel to become better suited for subsequent fights and mob battling in general. Due to the deadliness and frequency of Infantry Pulse setups in higher-end Aether Raids tiers, Pulse Smoke is a prime option as it can directly delay Specials and dismantle the entire setup. Atk and Def Smoke are otherwise more accessible options that improve Donnel's tankiness or damage output, respectively.
Sacred Seal: Quick Riposte / Fierce Stance / Distant Def
- For the reasons stated in its B slot section, Quick Riposte is near-mandatory on all builds not already running it in the B slot as its added follow-up attack helps Donnel close matches more quickly. This reduces the risk of triggering post-matchup stratagems—like Wings of Mercy, Gray Waves, and Galeforce—on the opponent's side.
- Fierce Stance is a great option for improving Donnel's damage output per hit—and thus Noontime/Sol's healing and the frequency of successful kills in general.
- Distant Def is a more defensive option that further improves Donnel's perseverance against ranged hits.
Outstanding in His Field (Breath Build)
|Slaying Lance+ (+Spd)
Alternate: Vanguard+ (+Def)
Alternate: Warding Breath
|Reposition||B||Special Spiral 3
Alternate: Wrath 3
|C||Atk Smoke 3
Alternate: Def Smoke 3
|IVs||S||Close Def 3
Alternate: Warding Stance 3
Preferred IV: +RES or +SPD or +DEF or +ATK / -SPD or -RES
- The recommended Asset and Flaw combinations here are almost too flexible; it ultimately depends on the level of investment and number of survivable matchups you desire.
- A Resistance Asset works for most builds as it grants 4 additional points (rather than 3) to its relatively average namesake stat. It particularly works best for Resistance-focused setups (i.e. Berkut's Lance or Warding Breath or both), while other setups appreciates becoming slightly more magically hardier.
- An Asset in Speed works similarly to Resistance in that it grants Donnel more overall stamina in defensive Speed. At high merges/investment, this is probably his best choice for physically-focused setups.
- Defense and Attack are best for low-investment builds as they build further upon Donnel's conventionally good aforementioned stats.
- At zero merges, Donnel will likely get less mileage out of investing in his Speed and Resistance, making these stats decent Flaws.
Weapon: Slaying Lance+ (+Spd) / Vanguard+ (+Def) / Berkut's Lance+ (+Res) / Harmonic Lance+ (+Spd)
- Slaying Lance permanently reduces the cooldown of any chosen Special by -1, allowing Donnel to activate Aether and Bonfire in a single round or upon being attacked once, respectively.
- For better stat-based tanking, Donnel can choose between Vanguard or Berkut's Lance (so much for defying Valentian commoner stereotypes, right?). The former improves on Donnel's physical tankiness by granting a quite hefty +7 Defense in enemy phase, while the latter does similarly in the magic tanking department.
- Harmonic Lance gives Donnel a nice dose of extra flat damage whenever his chosen Special activates. It is particularly great with shorter-charged Specials such as Noontime and Moonbow.
- Donnel's lance of choice can be Speed, Resistance, or Defense-refined depending on the player's desired balance of stats and investment.
Assist: Reposition / Flexible
Special: Aether / Bonfire / Ignis / Moonbow / Noontime
- Aether is a considerable Special regardless of setup due to a nice single package of burst damage and recovery. The Special acceleration offered by Breath skills supports said Special in likely activating in a single round, and using other forms of Special acceleration (e.g. Special Spiral or Slaying Lance or both) only makes this more potent by activating regardless of the enemy making a follow-up attack.
- Bonfire is mostly a Slaying Lance-centric choice as it activates after a single enemy attack.
- Ignis provides the largest potential damage output of all Specials after considering Donnel's invested and possibly boosted Defense.
- Moonbow and Noontime both sit at two cooldown, making them quite synergistic in conjunction with Harmonic Lance. After a single enemy attack, Donnel can restore his HP while dealing decent damage in shorter periods, or deal greater damage in the similar period respectively.
Passive A: Steady Breath / Warding Breath / Fierce Breath / Distant Counter
- A Breath skill of choice is the centerpiece of the build; they help Donnel charge his Special and more consistently activate Specials thanks to the cooldown acceleration offered in enemy phase. The Breath skill chosen is again dependent on Donnel's designated playstyle—Warding Breath is particularly good with other forms of Resistance investment, whereas Steady Breath and Fierce Breath improve Donnel's physical prowess in either the damage-dealing or defensive department respectively.
- Distant Counter is an option if—and only IF—Donnel is provided outsourced Breath support via refined Geirskögul, Infantry Breath, or similar methods. This setup is worthy of consideration as Donnel can now counterattack ranged foes and extend the scope of what he can defeat.
Passive B: Special Spiral / Wrath / Null Follow-Up / Quick Riposte
- Special Spiral allows Donnel to even more quicken the frequency of his Specials especially in a single hit. For instance, after considering Special Spiral activation and a Breath skill active, Donnel can always counterattack with an Ignis ready, or Aether if Slaying Lance is used.
- Wrath is a good alternative Special that also quickens Special activation by passively charging for every turn passed when Donnel's HP is below 75%. Additionally, the extra flat damage offered by Wrath can help secure KOes.
- Null Follow-Up evens out matches against enemy units with follow-up manipulation. This makes him less vulnerable to otherwise domineering matchups such as Bold Fighter armored foes, Spirit Breath, Sturdy Impact users, and more.
- Finally, Quick Riposte is a basic but accessible and nonetheles effective option that allows Donnel to overcome his Speed blues. It is practical considering Donnel is normally too slow to make natural follow-up attacks himself without dedicated investment.
Passive C: Atk Smoke / Def Smoke / Flexible
- For tanking and survivability in mob situations, Atk Smoke is the best and most accessible option there is as it reduces surrounding enemies' Attack by a substantial -7.
- Def Smoke heightens Donnel's raw damage output against incoming enemies, helping him close matches with less delay.
Sacred Seal: Close Def / Warding Stance / Atk/Res Bond / Atk/Spd Bond / Quick Riposte / Flexible
- There are almost too many good enemy phase-oriented seals to count for this build. Close Def, for instance, appreciably cushions melee matchups—which Donnel is exclusively involved in unless he runs Distant Counter. Warding Stance and Atk/Res Bond are options that grant Donnel more magical resilience, whereas Atk/Spd Bond and other Speed-based options allow Donnel to reach a better defensive Speed and offensive presence in general.
- Ultimately, the seal of choice depends simply on what is available, as well as the ideal balance of stats expected of your setup.
Kinder-Garden Greens (Brave Lance / Low-Investment Offensive)
|Brave Lance+||A||Death Blow (3 or 4)|
Alternate: Hit and Run
|C||Atk Smoke 3|
|IVs||S||Heavy Blade 3
Alternate: Sturdy Blow 2
Preferred IV: +ATK / -SPD or -RES
- This build is focused on achieving the highest damage possible output in a single round, meaning Attack is the only practical choice as an Asset. At zero merges and considering Brave Lance cuts Speed by 5 points, Speed as a Flaw makes sense, though Resistance can be cut as it also doesn't play a particular role in this build as well.
Weapon: Brave Lance+
- Donnel's default weapon attacks twice consecutively per hit, serving as a nice vehicle for player-phase blitz damage. Its low Might and not attacking twice in enemy phase leave Donnel largely only usable when initiating combat himself, however.
Assist: Reposition / Flexible
Special: Moonbow / Galeforce / Luna / Bonfire
- Moonbow is the main damaging Special of use when using Heavy Blade or outsourced Infantry Rush support. Thanks to its low cooldown of 2 and Brave Lance's consecutive behavior, it is very likely to activate within a single round of player phase combat.
- Galeforce is also a potent Special which requires a specific setup—mainly, using the Heavy Blade seal or outsourced Infantry Rush support as well as Special precharge. When said setup is successfully achieved and executed, Donnel can defeat multiple foes in one round or retreat to safety thanks to the extra action Galeforce offers.
- Bonfire and Luna are great damaging alternatives for non-Heavy Blade builds as non-Blade Moonbow achieves similar timing to these Specials regardless. Bonfire in particular has superlative potential damage if Donnel augments his decent Defense stat further by using the Sturdy Blow seal or Sturdy Impact, or both.
Passive A: Death Blow (3 or 4) / Sturdy Impact
- Death Blow 3 is simple, accessible, and most of all efficient as the additional +6 Attack when initiating is mostly plenty to suit this build's purposes. Its fourth-tier version is an option for slightly better damage output, and Donnel can inherit additional optimal skills—Galeforce or Lull Atk/Def in particular—off of its native users at this time of writing.
- Sturdy Impact increases Donnel's survivability on initiation by providing a beefy +10 Defense as well as disabling his opponent's second counterattack, making him likely to come back for seconds.
Passive B: Drag Back / Hit and Run / Lancebreaker / Lull Atk/Def
- Drag Back is what Donnel comes with and suits this build's purposes for the most part. In addition to helping Donnel escape enemy reach after a successful round of combat, it places surviving opponents in his previous spot, allowing for easy finishes by Donnel or his allies immediately.
- As Drag Back may sometimes not work due to occasional terrain restrictions, Hit and Run ensures he moves back one space regardless of the target's terrain affinity.
- Lancebreaker improves Donnel's matchups against many a Lance foe by cutting off any possible follow-up attack, as well as make quads possible against particularly bulky enemies such as Sirius and Wary Fighter Effie.
- If you inherited Death Blow 4 from Dimitri, it is possible to also use his coveted B slot skill, Lull Atk/Def. This skill, in short, simply rocks: it nullifies any active Attack and Defenses bonuses on the foe, which serves to significantly increase Donnel's damage output on many foes as well as make Heavy Blade activations more likely.
Passive C: Atk Smoke / Flexible
- Donnel's C slot skill is mostly nonessential, though Atk Smoke gets an honored mention for making subsequent fights easier for his allies in the defensive department—and perhaps himself if needs to activate Heavy Blade.
Sacred Seal: Heavy Blade / Sturdy Blow 2 / Chill Def / Atk +3
- Heavy Blade is essential for any builds running Galeforce as the Special is otherwise unable to frequently activate without Heavy Blade's Special acceleration. It is nearly outright magical when used with Moonbow, helping said Special to potentially activate on its second consecutive hit.
- Sturdy Blow and its cheaper relative Atk +3 can be used for simple damage output augmentation.
- Chill Def passively provides team support as well as help out Donnel's own damage output against affected targets.
Down to the Dirt With Ye! (High-Investment Offensive)
Alternate: Slaying Lance+ (+Spd)
|A||Fury (3 or 4)
Alternate: Swift Sparrow (2 or 3)
|Reposition||B||Lull Spd/Def 3
Alternate: Desperation 3
|C||Joint Hone Spd
Alternate: Odd Spd Wave 3
|IVs||S||Darting Blow 3
Alternate: Brazen Atk/Spd 3
Preferred IV: +SPD or +ATK / -HP or -RES
- Donnel's Speed at base is relatively run-of-the-mill. However, considering dedicated Speed investment in this build in addition to other forms of high investment (such as merges), a Speed Asset is pretty sublime. If you believe Donnel already reaches an ideal amount of Speed for your purposes, Attack can instead be taken.
- At zero merges, not much attention is paid to Donnel's Resistance and HP, so both thus can be taken as Flaws.
Weapon: Firesweep Lance+ / Slaying Lance+ (+Spd) / Lofty Blossoms+ (+Spd) / Harmonic Lance+ (+Spd) / Slaying Spear+ (+Spd)
- Firesweep Lance is one of the best offensive lances usable by Donnel; he is, in fact, the current fastest 3-4 star infantry user of it. With it, Donnel can engage the enemy multiple times without fear of punishment in player phase, with exception to those with Null C-Disrupt. On the reverse, Donnel himself also cannot counterattack, meaning he is limited to playing in his own initiations.
- Slaying Lance decreases Donnel's Special cooldown by one, which appreciably increases the frequency of Special activations. In particular, Moonbow can be activated frequently without Blade skills, while Galeforce no longer requires an enemy counterattack to activate in a single round.
- Lofty Blossoms provides a good amount of raw offenses in a single weapon, essentially giving Donnel an extra Swift Sparrow kick in addition to whatever he is already running.
- The +10 flat damage offered by Harmonic Lance makes it a considerable choice, especially for the normally modestly damaging Moonbow.
- Slaying Spear specializes Donnel in fighting armored enemies, making him a great pickup in PVP modes that are typically filled to the brim with such foes—especially Arena Assault.
- Due to this build's focus on blitz offense and achieving the natural Speed advantage in most matchups possible, all lances should be Speed-refined.
Assist: Reposition / Flexible
Special: Luna / Moonbow / Bonfire / Galeforce
- Luna and Moonbow are the best general choice Specials as both achieve reasonable good damage and activation timing. Similarly, Bonfire can be taken for damage scaling off of Donnel's decent Defense as well as similar timing to Luna.
- Galeforce is a great offensive option that allows Donnel to act again in a single turn upon its activation. However, it is reliant on Donnel performing follow-up attack as well as specific setup in Blade skills or outsourced support (such as Infantry Rush) to consistently activate in single rounds.
Passive A: Fury (3 or 4) / Swift Sparrow (2 or 3) / Atk/Spd Solo / Life and Death
- Fury provides direct stat padding across his statline at the cost of some HP after each battle. Not only does this make combat generally safer from the start, but the recoil makes activating Brazen Atk/Spd, Desperation, and Wrath a mere matter of waiting.
- Swift Sparrow provides the largest Attack and Speed buffs in player phase if offensive maximization is a priority.
- Atk/Spd Solo provides a hefty +6 Atk/Spd for the easy condition of being away from teammates; this boost also benefits from working in enemy phase while not sucking away HP unlike Swift Sparrow and Fury.
- Life and Death is the cheapest option available for offensive maximization; in exchange for its great boost of +6 Atk/Spd (as opposed to Fury 3's +3), however, Donnel's defenses take an equal hit each. Thus, the amount of punishment Donnel can weather becomes rather limited.
Passive B: Lull Spd/Def / Desperation / Wrath / Null C-Disrupt
- To best increase Donnel's chances at performing follow-up attacks and achieve one-round kills in a sitting, Lull Spd/Def is the most recommended option especially for Firesweep Lance. Said skill bypasses current bonuses and further punishes by an in-combat debuff of -3 in in its namesake stats.
- If Donnel is able to make a follow-up attack and is able to get below enough health, Desperation is a neat option that allows him to attack twice in a row before his opponent's counterattack. This effectively gives him the freedom to initiate combat multiple times in one match without fearing a mortal counterattack from slower enemies.
- For the best one-shot potential and being able to charge Donnel's Special passively outside of combat, Wrath is a very effective alternative.
- Null C-Disrupt cancels the "cannot counterattack" effect of Firesweep Lance on Donnel's end while maintaining said effect on the enemy, making it a substantial option especially considering Donnel's fair ability to take punishment at reasonable health.
Passive C: Joint Hone Spd / Odd Spd Wave / Flexible
- Support-wise, Donnel's C slot is pretty much open according to player and team preferences. As far as more selfish options are concerned, Joint Hones and Waves specializing in either Attack or Speed may be taken if you can afford to inherit these skills.
Sacred Seal: Darting Blow / Brazen Atk/Spd / Atk/Spd 2 / Heavy Blade / Sturdy Blow
- Darting Blow grants a great initial Speed boost of +6 when initiating combat, making it effective with Firesweep Lance and generally useful across most non-Wrath builds.
- Once Donnel gets to a low-enough level of health—which is mostly doable enough anyways thanks to his adequate bulk and possible help from skills such as Fury—Brazen Atk/Spd offers the largest Atk/Spd boost achievable from a Sacred Seal, greatly increasing his offensive potential.
- Atk/Spd 2 is a tolerable option that provides a small direct boost to its namesake stats.
- When utilized against the appropriate targets (i.e. those with lower Atk), Heavy Blade allows Donnel to activate Specials extremely frequently. Unless Donnel is provided with Infantry Rush support, this Seal is tremendously essential with Galeforce.
- Sturdy Blow provides a good initial Attack boost of +4 when initiating. The concurrent Defense boost may also aid in making some physical melee initiations safer.
Donnel has existed since the game's launch as a relatively low-splash choice compared to other first-day launch units. Seeing as his stats are allocated in such a way that doesn't allow for optimal min-maxing except his (conventionally good at best) Attack, it's not exactly difficult to see why this is the case.
Shifts in PVP preferences and the addition of certain new units, however, now make Donnel a considerable choice over long-held competitive rivals. Unlike fellow tanks in popular free-to-play dragon choices (especially Nowi) and fellow infantry lancers (i.e. Lukas), he does not suffer from popular effectiveness weaknesses, and his relatively balanced stat allocation lends him the flexibility to run differential builds with little sweat. His odd but handy Speed and Resistance also stop him from being pigeonholed in just physical enemy phase-specific builds as well. Consequently, he is quite versatile and potent with nearly most builds he's able to do.
His central downside is not quite doing some things as well as others in similar positions—with the exception of Aether Raids omni-tanking where he's simply the best choice in terms of easily mergeable 3-4 star rarity units that can simultaneously run Casa Blanca and Null C-Disrupt. He is also currently the fastest of his same-weapon and rarity ilk, making him just suited enough to run conventional non-Brave offensive builds.
Part of Donnel's perceived mundaneness stems from him being part of the Hero Battle rotation (meaning two neutral copies are available for just about anybody) and his—often annoyingly enough—status as a common 3-4 star rarity pull. This comes into Donnel's favor, however, as players will very likely have an optimal Asset copy of him for the build they need, and come across more than enough duplicates to perform a high-investment project whenever the need surfaces.
Fairly Allocated Stats
Donnel's base stat total of 162 allows for a bit more room to optimally allocate stats, and the Village Hero does this task with reasonable success. His base 35 Attack allows for consistently good damage output across most build he runs, while 43 HP and 32 Defense make him not-too-shabby in the physical tanking department. While his remaining Resistance and Speed sit at odd and objectively average values, they are satisfactory enough so that superinvestment in these particular stats is always a worthy, near never-wasted venture with the right skills.
Donnel's access to infantry-locked skills such as Null C-Disrupt, Wrath, Special Spiral, Breath skills, and more is one of his main draws and differentiates him from similarly-built units in other movement types.
Lance Library and Perks
Donnel's flexible stats and usage of lances grants him a great assortment of alternative weapons to use besides his offensively handy Brave Lance. Standouts include Slaying Lance, Slaying Spear, Lofty Blossoms, Vanguard, Harmonic Lance, Berkut's Lance (power to the people!), and—coveted especially from lance units for Aether Raids in particular—Casa Blanca. Donnel being a lance user also allows him benefit from refined Geirskögul, which mostly fixes Special cooldown and inheritance issues related to his usage of Breath skills.
Oddly Invested Speed and Resistance
Donnel's Resistance starts out at an exploitable value of 23 to begin with, and minimal interference in this stat leaves him vulnerable to strong magic assaults. Even builds particularly superinvesting in Resistance may have difficulty taking repeated punishment from the likes of Ophelia, Thrasir, Yune, and Legendary Julia. Donnel's Speed also sits at a pretty average default value and requires fair investment to break his vulnerability to natural follow-up attacks.
Lack of Specialization
Whether this is seen as a flaw or not depends on the person as Donnel's current stat distribution arguably contributes to his flexibility. Regardless, Donnel not particularly specializing in certain stats can make other competitors in the 3-4 star rarity pool seem like more compelling choices for certain roles.
|Vanguard+ (+Def)||A||Steady Stance 3|
|Reciprocal Aid||B||Atk/Def Link 3|
|Ignis||C||Odd Def Wave 3|
|S||Even Def Wave 3|
Donnel already has a very serviceable 36 def, so why not add on a disgusting amount of extra defense to that? That's the idea behind this build. With easily obtainable skills save Atk/Def Link 3, this set both drives Donny's defense up to disgusting levels while still providing defense support every turn to the allies who are, optimally, repositioning him in front of them to take a hit. If you're able to get a steady breath or steady stance 4 on him though, feel free.
P.S. the stats listed above are for +1 merge.
I didn't check what they were at +0 lol
|Berkut’s Lance+ (+Def)||A||Warding Breath|
|Swap||B||Quick Riposte 3|
|Moonbow||C||Infantry Pulse 3|
|S||Panic Ploy 3|
This build is a Mixed Tank build so Donnel can tank Mages and Physical Attackers. It is build for Enemy Phase and very much not optimal for Player Phase.
Berkut's Lance+ (Def Refine): Berkut's Lance offers a +7 Resistance boost when the enemy initiates combat. The Defense Refine is optimal to increase Donnel's physical bulk.
Swap: It can be replaced with anything that you choose, Reposition, Shove, Rally, and etc.
Moonbow: Combined with Warding Breath helps it activate faster. Can be replaced with any special you desire, but Moonbow is for optimal damage output.
Warding Breath: Combined with Berkut's Lance it gives a whopping +11 Resistance during enemy phase, which will Help Donnel tank his Mages. It also offers +1 Special Cooldown per attack, and can be replaced with anything you desire because QR3 combined with his low speed makes almost all specials able to activate in that combat.
Quick Riposte 3: Due to Donnel's low speed, he cannot make follow ups on most units, so QR3 is optimal so he can make a guaranteed follow ups and be able to increase damage output.
Infantry Pulse: With Donnel's high HP he can run Infantry Pulse easily with an amazing 44 Base HP. Combined with the Berkut's Lance+ (Def Refine) can be increased to 49 easily.
Panic Ploy: With Donnel's high HP Pool, he can run a Panic Ploy easily and disrupt enemies' Bonuses.
|Brave Lance+||A||Fury 3|
|Reciprocal Aid||B||Wrath 3|
|Moonbow||C||Threaten Def 3|
|S||Close Def 3|
This build focuses on being a One-Turn Nuker, allowing Donney to take a hit or two from any blue or red unit, and even some green physical fighters. Once Fury triggers and Moonbow has been charged, Wrath ups the damage done, allowing for a two hit combo that can tear through most units. With Brave Lance+, he can quad most armors, which means he will always hit with at least 1 Moonbow, at most 2. He struggles against most mages with this build, however, but if he does manage to survive they will most likely be dead next turn.
|Reprisal Lance+ (+Def)||A||Steady Stance 3|
|Reciprocal Aid||B||Quick Riposte 3|
|Bonfire||C||Drive Atk 2|
|S||Drive Def 2|
I did this for a friend who loves Donnel like a son. I also did this because of a dumb pity breaker Sumia and a few thousand feathers just lying around. Reprisal+Steady Stance+QR makes him a pretty dang potent EP unit, and the double Drives are there to further buff anyone else who considers him a friend.
|Berkut’s Lance+ (+Res)||A||Steady Breath|
|Reposition||B||Quick Riposte 3|
|Aether||C||Threaten Def 3|
The easy way to build ol Donnie is to make use of his decent Atk and go for a standard Brave Lance+ build. This Donnel build makes use of his res superboon to make him into a decent mixed tank. Though he won't be able to counter attack at a distance (Making Reinhardt a bit scary) He'll have a 38/38 defensive line when being attacked. which, added to his rather generous health pool, will make him quite hard to kill. And since Donnel is an easy to summon unit, making him a plus 10 will be easier than a lot of units.
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
Brave LanceSpd-5. Attack twice when initiating combat.
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
Brave Lance+Spd-5. Attack twice when initiating combat.
Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
Hewn LanceInflicts Spd-5.
If unit initiates combat, unit attacks twice.
Unlocks at 5 ★
HP +3Grants +3 to max HP.
Inheritable by all units.
Unlocks at 1 ★
HP +4Grants +4 to max HP.
Inheritable by all units.
Unlocks at 2 ★
HP +5Grants +5 to max HP.
Inheritable by all units.
Unlocks at 4 ★
Drag BackIf unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space.
Non-Inheritable by Mages and Ranged units.
Unlocks at 3 ★
Fire Emblem: Awakening