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Analysis by Wecondo12
Dwyer - Sleepy Butler

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 40
ATK 37
SPD 35
DEF 25
RES 39

Stat Variations

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

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 36 34 32 22 36
Middle 40 37 35 25 39
High 43 40 38 29 43

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

Where'd the horse go? (Offense)

Build by Wecondo12
Recommended
Dazzling Melancholy+
Alternate: Dazzling Gravity+
A Atk/Res Solo (3 or 4)
Alternate: Atk/Spd Boosting A Slot
Restore+ B Wrathful Staff 3
Miracle C Joint Drive Atk
IVs

+ATK or +SPD or +RES 

SAtk/Res Solo 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Dazzling Melancholy / Dazzling Gravity / Dazzling Pain

Assist: Restore+ / Physic+

Special: Miracle / Windfire Balm+

Passive A: Atk/Res Solo / Atk/Res Push 4 / Atk/Spd Boosting A Slot

Passive B: Wrathful Staff

Passive C: Joint Drive Attack / Time’s Pulse / Preference

Sacred Seal: Atk/Res Solo / Atk/Spd Solo / Blade Session / Live To Serve 

  • Dwyer enters Fire Emblem Heroes as a conspicuously horseless Infantry healer with a great statline but lacking any notable traits other than stats, similar to most generic units that lack an exclusive weapon.
  • A combination of Wrathful Staff/Dazzling Staff as Dwyer’s weapon refine and B slot is necessary to maximize his offensive potential, as the combination allows him to prevent counterattacks and deal full damage when attacking.
  • Dwyer can choose to leverage his high Resistance and bolster it further with A slot skills such as Atk/Res Solo, or he can opt to invest in his Speed with Attack and Speed boosting A slot skills such as Atk/Spd Push. Whichever approach is taken is mainly up to preference.
  • Seals that boost Dwyer’s player phase prowess further such as Atk/Res Solo or Blade Session are his best options, although Live To Serve is an alternative to give him some self sustain while healing allies.

Strengths

Statline

With a great base 37 Attack and 39 Resistance as well as a decent base 35 Speed, Dwyer has a great baseline to work with in terms of stats.

Weaknesses

Generic/Lacks an exclusive weapon

Dwyer’s status as a generic dooms him to eventually be powercrept, as the only thing that distinguishes him from other infantry staff users is his statline, and he has no unique role that cannot be performed by other units of his movement type.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
Aid

At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.)

Unlocks at 3 ★
Restricted to units that use a Staff.
200 2 8
Aid+

At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)

Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Heal

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50
Reconcile

Restores 7 HP to unit and target ally.

Learns by default at 2 ★
1 100
Martyr

Restores HP=7+this unit's suffered damage. Unit heals HP=half suffered damage. Slows Special trigger (cooldown count+1).

Learns by default at 3 ★
1 150
Martyr+

Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.)
Also restores HP to unit = half suffered damage.

Learns by default at 5 ★
1 300

Special Skills

Special Skills SP Turns
Imbue

When healing an ally with a staff, restores an additional 10 HP to target ally.

Learns by default at 4 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
50 1
Heavenly Light

When healing an ally with a staff, all other allies recover 10 HP.

Learns by default at 5 ★
Unlocks at 4 ★
Restricted to units that use a Staff.
150 2

Passive Skills

Passive Skills SP Slot
AR-D Atk/Res 1

If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)

Inheritable by all units.
Unlocks at 1 ★
60
A
AR-D Atk/Res 2

If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)

Inheritable by all units.
Unlocks at 2 ★
120
A
AR-D Atk/Res 3

If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)

Inheritable by all units.
Unlocks at 4 ★
240
A
Spd Tactic 1

At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 3 ★
60
C
Spd Tactic 2

At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 4 ★
120
C
Spd Tactic 3

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Fates

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