- Default
- Attack
- Special
- Injured




Fallen Berkut - Purgatorial Prince |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 4 | 3 | 10 | 7 |
Middle | 18 | 5 | 4 | 11 | 8 |
High | 19 | 6 | 5 | 12 | 9 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 32 | 13 | 32 | 26 |
Middle | 40 | 35 | 17 | 35 | 30 |
High | 43 | 39 | 20 | 38 | 33 |
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
REEEEEEEEEEEEE (General Frontliner)
![]() |
Kriemhild (+Eff) | A | Atk/Def Catch 4 Alternate: Sturdy Stance 3 |
---|---|---|---|
![]() |
Positional Assist | B | Lull Atk/Def 3 Alternate: A/D Near Trace 3 |
![]() |
Ruptured Sky Alternate: Noontime |
C | Pulse Smoke 3 |
IVs | +ATK or +DEF or +RES | S | Atk/Def Solo 3 Alternate: Heavy Blade 3 |
Preferred IV: +ATK or +DEF or +RES
Weapon: Kriemhild (+Eff)
Assist: Positional Assist
Special: Ruptured Sky / Moonbow / Bonfire / Healing Special
- The choice of Special is typically reliant on if the unit is built to charge it in a single round of combat. Ruptured Sky and Moonbow can be easily charged for extra damage while Bonfire packs a stronger punch at the cost of a longer cooldown.
- Healing Specials such as Sol and Noontime trade damage for greater sustain during multiple rounds of combat.
Passive A: Atk/Def, Atk/Res, or Def/Res boosting skills
- With the effect of Distant Counter already present in his weapon, Berkut’s ideal A slot is one that boosts his key stats in Atk, Def, and Res.
- Catch skills give Berkut the greatest boost to his stats while functioning in both Player and Enemy Phase making it a strong generalist option, though have no other outlying effects. Push skills and Solo skills work to a similar extent though come with their own caveats.
- Stance skills such as Mirror Stance work exclusively during the Enemy Phase but have the additional benefit of the Guard effect.
Passive B: Lull Atk/Def / Flow Skills / A/D Near Trace
- Lull Atk/Def and A/D Near Trace both inflict an in combat debuff on the opponent but Lull has the additional benefit of also neutralizing any bonuses the foe has to those stats while A/D Near Trace grants Berkut the Canto (Rem) effect after a Player Phase combat.
- Flow skills such as Flow Guard or Flow Refresh ensure that Berkut is able to make a follow-up attack against opponents with skills that would otherwise prevent them in addition to their given effect.
- Note that this does not work against skills such as Null Follow-Up or Hardy Fighter.
Passive C: Smoke Skills / Flexible
- 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.
- Note that Atk Smoke 4 is unnecessary, as Berkut already has the effect that prevents follow-up attacks in his weapon.
- The C slot can otherwise be replaced as needed to suit the team.
Sacred Seal: Atk/Def, Atk/Res, or Def/Res boosting skills / Heavy Blade / Hardy Bearing
- Boosting Berkut’s key stats through the appropriate Sacred Seals further supplements this build.
- Heavy Blade is effective in accelerating the rate at which Berkut is able to activate his Special.
- Hardy Bearing acts as a check against foe’s that rely on skills that change attack priority such as Vantage and Desperation.
Strengths
Kreimhild
A pretty unique weapon in the realm of Distant Counter by also preventing the opponent’s follow-up attack at the cost of staying near an ally that is forced to take damage after combat, this weapon is made far more flexible upon refinement with a stat boost as well as a guaranteed follow-up attack.
Solid Mixed Bulk
Good values in Def and Res ensure that Berkut is capable of tanking both physical and magical attacks.
Cavalry
In addition to superior mobility, Bekut is granted access to an array of cavalry exclusive skills.
Weaknesses
Terrible Speed
With an unsalvageable value in Speed, Berkut’s combat performance is entirely dependant on his weapon effects resulting in very unfavorable match-ups against opponents with the effect of Null Follow-Up.
Weapon Recoil
Kreimhild’s damage dealt to the nearest ally can be fatal if not accounted for.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Lance Users Only
|
50 | 1 | 6 |
![]() Lance Users Only
|
100 | 1 | 8 |
![]() Lance Users Only
|
200 | 1 | 11 |
![]() If a bow, dagger, magic or staff foe initiates combat and unit is within 2 spaces of an ally, unit can counterattack regardless of foe's range and foe cannot make a follow-up attack, but after combat, if unit attacked, deals 20 damage to nearest ally. Learns by default at 5 ★ Unlocks at 5 ★ |
400 | 1 | 16 |
Available Rearmed Weapons |
---|
Arcane Qiang (+Res) |
Arcane Qiang (+Def) |
Arcane Qiang (+Atk) |
Arcane Qiang (+Spd) |
Arcane Qiang |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Boosts damage dealt to foe by 30% of damage dealt to unit. Non-inheritable by Staff-wielding units.
|
100 | 3 |
![]() Boosts damage dealt to foe by 30% of damage dealt to unit. Non-inheritable by Staff-wielding units.
|
200 | 2 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() If foe initiates combat, grants Res+2 during combat. Non-inheritable by Staff-wielding units.
|
50 | A |
![]() If foe initiates combat, grants Res+4 during combat. Non-inheritable by Staff-wielding units.
|
100 | A |
![]() If foe initiates combat, grants Res+6 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
![]() If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) Inheritable by all units.
|
60 | C |
![]() At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) Inheritable by all units.
|
120 | C |
![]() At start of odd-numbers turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Echoes
|
---|