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Analysis by lordhelpme
Fernand - Traitorous Knight

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 45
ATK 41
SPD 26
DEF 32
RES 23

Stat Variations

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

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 42 38 23 29 20
Middle 45 41 26 32 23
High 48 45 30 35 27

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

Peasants. (General Defensive / Physical Tank)

Build by lordhelpme
Recommended
Flowing Lance+ (+Def)
Alternate: Candy Cane+ (+Def)
A Sturdy Stance (2 or 3)
Alternate: Atk/Def Solo (3 or 4)
Positional Assist B Quick Riposte 3
Alternate: Lull Atk/Def 3
Bonfire
Alternate: Sol
C Atk Smoke 3
Alternate: Def Smoke 3
IVs

+ATK or +DEF / -SPD or -RES

SMystic Boost 3

Show Explanation/Analysis

Weapon: Flowing Lance (+DEF) / Candy Cane (+DEF) / Gilt Fork+ (+DEF) / Slaying Lance (+DEF) / Vanguard+ (+DEF)

Assist: Positional Assist / Flexible

Special: Bonfire / Sol / Noontime / Ignis

Passive A: Sturdy Stance / Atk/Def Solo / Atk/Def Catch

Passive B: Quick Riposte / Lull Atk/Def

Passive C: Atk Smoke / Def Smoke / Flexible

Sacred Seal: Mystic Boost / Quick Riposte / Atk/Def Solo / Sturdy Stance

  • This build is centered around Fernand’s performance as a reliable tank against incoming physical damage, capitalizing on the innate features of his statline. Taking his four-point Attack Asset is highly recommended to maximize his own damage potential (which also pairs well with more OHKO-oriented sets and/or healing Specials), but a +DEF IV may be worthwhile if reducing how much damage he takes is preferred; his weapon and skills should typically be enough to safeguard him for the most part, though.
  • Fernand has several weapon choices to pick from here, with each varying in the utility they bring and availability. The decision of which to inherit and equip is ultimately up to player preference, though a +DEF refinement should always be taken regardless. 
    • Flowing Lance works excellently to improve both Fernand’s damage and his overall durability, inflicting a considerable -5 Atk/Def in-combat debuff on his foes; this also does a little to improve his magical bulk. Additionally, Flowing Lance frees up his B slot from Lull Atk/Def as it already lets him break through enemy Attack and Defense bonuses. 
    • Candy Cane and Gilt Fork both provide Fernand an appreciable +5 Attack and Defense boost during combat, differing mainly in their secondary benefits. 
      • Candy Cane provides a Guard effect to slow down enemy Specials, which is greatly useful given both his susceptibility to doubles and his inability to stop foes with automatic doubles; however, this is unnecessary if equipped with a Stance 4 skill. 
      • Alternatively, Gilt Fork helps Fernand essentially negate any penalties on his Attack and Defense; the value of this depends on how frequently you actually run into debuffs, but it’s always a nice option to have just in case.
    • These aforementioned options are only available on seasonal units, though, so for more readily available choices, one may consider Slaying Lance for faster Special activations or Vanguard to strictly enhance Fernand’s physical bulk. 
  • Sturdy Stance is a standout A skill that enhances both of Fernand’s key stats in his preferred phase, with the third-tier version imparting an appreciated Guard effect for further effective bulk by stopping enemy Specials. If pure stats are desired, Atk/Def Solo is a stronger choice that boasts dual phase functionality — and for the truly dedicated Fernand fans, Atk/Def Catch may be considered, but please bear in mind that this is a very scarce skill. 
  • If not using Flowing Lance, Lull Atk/Def becomes Fernand’s B skill of choice; the two can be used together since the in-combat debuffs do stack, but the buff nullification effect becomes redundant. Quick Riposte is another option to guarantee Fernand’s follow-up during the Enemy Phase since he is far too slow to perform them naturally, though there is always the option of using it as a Sacred Seal instead to keep his B slot open.
  • Smoke skills pair well with defensive playstyles such as this one, with Atk Smoke and Def Smoke being among Fernand’s best choices from those available here. For his Sacred Seal, Mystic Boost works wonderfully to supplement his tanking with constant post-combat healing; this also does somewhat mitigate his magical weakness by shutting down Wrathful Staff effects from healers. Other than this and Quick Riposte, simple stat-boosting skills like Atk/Def Solo work well too.

Justice Reversed (Player Phase Offensive)

Build by lordhelpme
Recommended
Brave Lance+
Alternate: Instant Lance+ (+Atk)
A Death Blow (3 or 4)
Positional Assist B Lull Atk/Def 3
Alternate: Chill Def 3
Bonfire
Alternate: Moonbow
C Rouse Atk/Def 3
Alternate: Def Smoke 3
IVs

+ATK / -SPD or -RES

SDeath Blow 3

Show Explanation/Analysis

Weapon: Brave Lance+ / Instant Lance+ (+ATK) 

Assist: Positional Assist  / Flexible

Special: Bonfire / Moonbow / Glimmer

Passive A: Death Blow 

Passive B: Lull Atk/Def / A/D Near Trace / Chill Def

Passive C: Rouse Atk/Def / Def Smoke / Joint Drive Atk / Flexible

Sacred Seal: Death Blow / Atk/Def Solo / Sturdy Blow

  • Fernand also has the option of focusing on his stellar base Attack and effective four-tile range to adopt a purely offensive playstyle instead, frontloading as much damage as possible. Thus, his four-point +ATK IV is the Asset of choice here. 
  • Since the Traitorous Knight lacks the sufficient Speed to double foes naturally, the Brave Lance works phenomenally to immediately grant him two attacks upon initiating before his foe can even react — and thanks to the strength of his base Attack, its low Mt is largely negligible. 
    • One may also use an Attack-refined version of his default weapon to go for OHKOs, with its follow-up denial effect being appreciated in case Fernand fails to defeat his foe with one strike. This isn’t quite as consistent or effective as simply using a Brave Lance, but certainly remains an option all the same. 
  • The rest of this kit is fairly simple: augment Fernand’s Attack as much as possible and then send him on his way to dispel the rabble. Death Blow is naturally his ideal A skill to consistently enhance his Attack each time upon initiation, and this combined with a complementary Sacred Seal like another Death Blow or Atk/Def Solo (to also enhance the power of Defense-scaling Specials) grants a respectable baseline to shred through foes. 
  • For his B slot, A/D Near Trace and Lull Atk/Def both shine to solidify his offensive prowess; the former grants exceptional mobility via its Canto effect while the latter helps him fully maximize his damage by taking enemy buffs out of the occasion, so it’s hard to go wrong with either. That being said, both are also fairly high-investment skills (especially A/D Near Trace) so Chill Def is another alternative that helps boost his performance without being nearly as costly.
  • Self-buffing C skills that target Fernand’s Attack (such as Rouse Atk/Def and Odd Atk Wave) help further solidify his prowess while helping him remain relatively self-sufficient.  For those willing to invest heavily, Joint Drive Atk is an exceptional choice that works similarly while having the benefit of providing an in-combat boost (meaning that it is unaffected by buff nullification, Panic, and other factors that could potentially interfere). Def Smoke also works well when provided refresher support.

Strengths

Fantastic Attack & Good Physical Bulk

The Traitorous Knight boasts surprisingly high Attack; with a base value of 41, his damage is more than respectable and allows him to easily take out significant chunks of enemy health with one hit. While not quite as impressive, Fernand’s physical bulk is another noteworthy feature that allows him to stand tall against physical threats and fulfill a tank role against such foes if so desired. 

Cavalry Benefits

Fernand’s cavalry status lets him comfortably enjoy the advantage of extended range and mobility, which lends itself well to more aggressive Player Phase playstyles when attempting to exploit his good damage potential. Additionally, this also provides access to the Trace and Lull skill lines — both of which can do a great deal to patch up his performance — as well as class-exclusive support, such as from Goad Cavalry.

Weaknesses

Cavalry Drawbacks

Fernand also does suffer a bit from his cavalry status, as this inflicts him with a devastating weakness to effective damage and hampered mobility on maps with certain terrain (e.g. forests and trenches). He also has somewhat pitiful skill accessibility beyond the aforementioned Trace and Lull skill lines, which are certainly useful but not capable of single-handedly making him worth using given the plethora of cavaliers who can utilize such skills to greater effect due to their more modern statlines and/or exclusive skills. 

Unimpressive Speed & Resistance

His statline is unfortunately quite dated despite his recent introduction; while his Attack and physical bulk are solid, his Speed and Resistance are conversely quite pitiful. This combination poses a considerable issue for his performance across the board, as his Speed makes him take more damage due to being susceptible to follow-up attacks (which in turn allows his opponent to quickly access their Special) and his Resistance renders it difficult to justify using him as a tank in the current competitive modes given the abundance of magical damage. 

Alongside his lack of a particularly unique quality in the form of either a PRF weapon or skill, Fernand struggles finding a place in the current meta — but hey, at least his art is phenomenal.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Instant Lance

If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Instant Lance+

If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.

Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Thunder

Before combat this unit initiates, foes in an area near target
take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Thunder

Before combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (unit's ATK minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Swordbreaker 1

If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.

Non-Inheritable by green units.
Unlocks at 3 ★
50
B
Swordbreaker 2

If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.

Non-Inheritable by green units.
Unlocks at 4 ★
100
B
Swordbreaker 3

If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.

Non-Inheritable by green units.
Unlocks at 5 ★
200
B
Threaten Def 1

At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 1 ★
50
C
Threat. Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
100
C
Threat. Atk/Def 2

At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C

Other Info

Origin
Fire Emblem Echoes

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