- Default
- Attack
- Special
- Injured




Finn - Lance of Legend |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 8 | 7 | 2 |
Middle | 18 | 8 | 9 | 8 | 3 |
High | 19 | 9 | 10 | 9 | 4 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 31 | 30 | 29 | 15 |
Middle | 40 | 34 | 33 | 32 | 18 |
High | 43 | 37 | 36 | 35 | 21 |
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 |
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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Sweep First, Ask Questions Later (Firesweep Lance)
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Firesweep Lance+ | A | Life and Death 3 |
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Reposition Alternate: Swap |
B | Chill Spd 3 Alternate: Swordbreaker 3 |
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Moonbow | C | Threaten Def 3 |
IVs | +SPD -RES | S | Speed +3 |
- Weapon: Firesweep Lance+
- Assist: Reposition / Swap / Ardent Sacrifice
- Special: Moonbow / Glimmer
- Passive A: Life and Death / Swift Sparrow / Fury
- Passive B: Chill Spd / Swordbreaker / Hit and Run
- Passive C: Threaten Def / Fortify Cavalry / Ward Cavalry
- Sacred Seal: Speed +3 / Attack +3
Finn’s stats wind up looking similar to other lance cavalry units, such as Oscar, Peri, and Camus. His decent Attack and Speed along with his access to Firesweep Lance allows him to function well as a Player Phase blue glass canon for your team.
In a meta revolving around heavily-defensive Enemy Phase units, it can be a boon to have a unit on your roster who does not fear retaliation. Luckily, this Firesweep Lance set allows Finn to do just that, as it raises his stats up to a round 54 Attack and 44 Speed- with a Hone Cavalry buff on him, he can hit 60 Attack/50 Speed, which is generally enough to double most opponents for the KO.
Chill Spd is expensive but further enables Finn to get KOs on any speedy unit he may encounter, however, he can also utilize Swordbreaker to a similar end, as most of the fastest units in the game are sword wielders. Hit and Run is an out-of-combat option that gives Finn a little more maneuverability in his attacks.
Because this set dumps Defense and Resistance for Attack and Speed, Finn serves well as a defensive buffer for your cavalry team and can offer up a Fortify or Ward Cavalry to assist his team with.
As far as Sacred Seals go, there aren’t many that behoove a fully offensive Player Phase set, but increasing Finn’s Speed will always be a benefit, as will increasing his Attack.
Soldier 776 (Slaying Lance)
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Slaying Lance+ (+Spd) | A | Fury 3 Alternate: Attack Def +2 |
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Bonfire | C | Threaten Def 3 |
IVs | +SPD -RES | S | Close Def 3 |
- Weapon: Slaying Lance+ (+Spd/Def)
- Assist: Reposition / Swap
- Special: Bonfire / Aether
- Passive A: Fury / Close Def / Atk/Def Bond / Attack Def 2
- Passive B: Quick Riposte / Swordbreaker / Renewal
- Passive C: Threaten Def / Goad Cavalry
- Sacred Seal: Close Def / Quick Riposte
Finn has good duelist stats, so there’s little sense in letting them go to waste. With 36 Speed, he’s easily capable of hitting 39 given Fury and a Slaying Lance refine. Factor in his above-average Defense, and he’ll be difficult to take down no matter which phase he’s in. With a Hone Cavalry buff, he can initiate in the Player Phase with 48 Speed for an attack that will double many of the slower units in the game. If he can’t double on the offense, then his Speed helps him to avoid doubles on the defense while utilizing Quick Riposte to attack twice in return. This guarantees a Bonfire proc off of his sizable Defense stat of 41, with Fury and Close Def Seal equipped.
For more drawn out battles, Renewal can be run in his B slot instead with Quick Riposte in his Seal slot. This helps him shrug off his Fury self damage and any chip damage he receives in combat and allow him to have more sustain in fights and keep his HP above Quick Riposte thresholds.
Going +Spd on the Slaying Lance gives Finn the utility to be run in either Player or Enemy Phase- for a pure Enemy Phase unit, you may want to use +Def for his refine instead and focus your attention into his defenses. Either way, he’s going to be quite tanky and able to retaliate with a strong counterattack.
Budget Brave (Brave Lance)
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Brave Lance+ | A | Death Blow 4 Alternate: Death Blow 3 |
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Reposition Alternate: Swap |
B | Swordbreaker 3 |
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Luna | C | Threaten Def 3 |
IVs | +ATK -RES | S | Attack +3 |
- Weapon: Brave Lance+
- Assist: Reposition
- Special: Luna / Moonbow
- Passive A: Death Blow / Life and Death / Attack +3
- Passive B: Swordbreaker / Lancebreaker / Chill Def
- Passive C: Threaten Def / Goad Cavalry
- Sacred Seal: Attack +3 / Quickened Pulse
This build is a way to utilize Finn on a budget, so that he can still put in work for you without breaking the inheritance bank. While Chill Def is likely his most optimal B slot for a Brave set, focusing on budget options brings us back to B skills such as Swordbreaker and Lancebreaker, both of which will allow him to pick up quad kills that he would have missed otherwise.
Death Blow and Attack +3 raise his Attack by 9-10, which gives him 18-19 more damage during his Player Phase attacks. Conversely, you can utilize Moonbow with Quickened Pulse for a Moonbow proc on your first engagement, but afterwards he’ll only proc it on every other engagement.
Using this build, Finn will be perfectly able to demolish PvE content, but may struggle a bit in the Arena, particularly against high-Defense blue and green units. A friendly Hone Cavalry can help him overcome these issues, if available.
Introduction
As our third blue lance Tempest Trial reward, Finn comes with very nice dueling stats with an Attack/Speed/Defense spread of 34/33/32. This gives him a lot of variability when it comes to build potential, and he can be flexible depending on how you’d like to build him.
Still, his lack of merge options can be an issue and Finn will find himself struggling in a min-max meta where units who are more jack of all trades will find themselves falling a bit short. Without a prf lance or any stat that really makes him shine, Finn becomes yet another blue lance cavalry with heavy competition for his color slot.
Strengths
Availability
Finn is a free Tempest Trial unit given out at 5 stars.
He comes with a Brave Lance and a native Attack boost in his A slot, making him great out of the box at taking down PvE content.
This can work against him a bit however, in that he cannot obtain merges or IVs to increase his stats
Good dueling stats
With 34 Attack and 33 Speed, Finn is roughly equal to Oscar (33/34) and slightly better than Peri (33/33)- both of whom are his main competition for a blue lance cavalry- in terms of raw offensive power.
32 Defense on top of this is far better than both Oscar and Peri (26 and 23 respectively), making him the best duelist among the three.
Any one of these three stats can be built off of to give him a niche or specialization, or they can all be augmented by a skill like Fury to give an impressive generalist on the field.
Weaknesses
Poor Resistance
Despite his good stats elsewhere, Finn has weak Resistance.
He is taken down very easily by dragons in melee range
Even outside of melee range, he will fall to mages, particularly those who can double him.
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Firesweep Lance+ | A | Life and Death 4 |
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Reposition | B | Lull Spd/Def 3 |
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Ruptured Sky | C | Hone Cavalry |
S | Heavy Blade 3 |
The product of extremely good luck in the Hall of Forms, the set is fairly straightforward. With cavalry or tactics support (as always adjust the C skill accordingly) Finn reaches 68/52 offenses at +10 with full dragonflowers, which is generally enough to proc heavy blade and attack most targets twice, with the second attack activating Ruptured Sky. Combine this with Lull Spd/Def and you have a monster that will eat most targets alive. If still concerned about units with higher attack/speed/defense ruining your day, adding chill/sabotage/ploy/Aversa support nullifies most anything else.
Note: Like most units, does not work particularly well against Null C Disrupt Brave Ike.
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Deft Harpoon+ (+Def) | A | Atk/Spd Solo 3 |
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Reposition | B | Mystic Boost 3 |
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Moonbow | C | Def Smoke 3 |
S | Close Def 3 |
A fast, hard hitting tank...
Deft Harpoon offers additional atk and spd alongside atk spd solo to bring his spd up to a respectable 41 spd and 54 atk. This will help him double and take down most units.
The def+ Deft Harpoon coupled with Close Def 3 gives him 42 (44 if health is full) defense making it extremely difficult to damage him, through physical attacks. Along with the passive healing from mystic boost, Finn will pretty much always have full health, allowing Deft Harpoon's weapon effect to remain active.
Def Smoke debuff the enemy, increasing Finn's damage output on surrounding enemies.
Moonbow was chosen for it's fast cool down however, you can use ignis instead if you want to channel his sky high defenses into offensive power.
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Brave Lance+ | A | Life and Death 3 |
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Reposition | B | Lancebreaker 3 |
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Moonbow | C | Drive Spd 2 |
S | Atk/Spd 2 |
I held a vote in a few Discord servers I'm in on which unit I should build, and out of 15 (including a perfect IV Hana), Finn came out on top. Since I don't have the money to build a completely optimal Finn, and since orbs have become increasingly harder to come by, I had to get a little creative with this build.
Brave Lance+ is chosen as the weapon of choice, as it's the weapon Finn comes equipped with. It works decently with his stat spread, but it can become a weapon of mass destruction if utilized properly.
Finn's assist is Reposition. As a unit who can move 3 spaces in one turn, he can be used to go across the map and save a unit from being wiped out.
Moonbow is the special of choice here. Usually, I'd opt for Bonfire or a similar skill, but Finn's Defense isn't high enough to get the most mileage out of Bonfire. It works well with his Brave Lance.
Life and Death seems like a strange choice for his A passive, and I admit, it is. I didn't have a lot of options, seeing as he is currently third on the waiting list for Klein (I have a perfect IV LA!Roy and Lilina). Life and Death buffs Finn's Attack by 5, while also negating the Brave Lance's penalty. 27 Defense is still acceptable for taking physical hits, but 13 Resistance means that unless he's supported by another unit (particularly a dancer), he should avoid any sort of magical encounters.
Lancebreaker was chosen above Swordbreaker due to the weapon triangle already giving the Lance of Legend a hefty advantage against red foes. However, if you choose to use this build, swapping it for Desperation is also something to be considered.
His C passive is flexible. Since I only run mixed teams, I went with Drive Spd. Another suitable option is his native Goad Cavalry, or even a Wave skill if you have a 5 star (or 4 star Aversa for Odd Res Wave) you're willing to give up.
Atk/Spd 2 was chosen for the seal due to the offensive buff it supplies him. Alternatively, you could use Darting Blow, one of the Brazens, Quickened Pulse, or another stat buff.
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Wagasa+ | A | Swift Sparrow 2 |
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Reposition | B | Chill Spd 3 |
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Glimmer | C | Atk Tactic 3 |
S | Speed +3 |
Weapon: Wagasa+(Spd refine)
Assist: Reposition
Special: Glimmer
A: Swift Sparrow 2
B: Chill Spd 3
C: Atk Tactic 3/Any Tactic skill
Seal: Spd +3
Build made to turn Finn into an offensive powerhouse. This build makes him very formidable in normal combat, as when he initiates he will have 43 Speed and 52 Attack. He also has a decent 32 Defence, so assuming you are fighting physical targets, he will most likely survive, and assuming he doubles, he will be able to proc Glimmer. Glimmer is chosen over Moonbow as the chill def effect of Wagasa+ means that Glimmer will be stronger in that situation.
He is also very flexible in any team composition, as he provides a crippling debuff to one or two enemies, and being a cavalry unit, has access to goad/ward cavalry.
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Slaying Lance+ (+Def) | A | Brazen Atk/Def 3 |
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Reposition | B | Chill Def 3 |
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Bonfire | C | Odd Atk Wave 3 |
S | Close Def 3 |
Finn with that build has an incredible melee defense although the speed is not for this build.
Without much effort the armored ax fall quickly in Enemy Phase mode as well as all of Hectors and this is because they can not double for their speed of 35 and their incredible defense with those abilities.
The C gives a good attack if the target survives anyway will die.
And the special with all that defense ensures a fast finish as Lukas says.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Lance Users Only
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200 | 1 | 5 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Lance Users Only
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300 | 1 | 8 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Unlocks at 4 ★ Inheritable by all units.
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200 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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30 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
80 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
160 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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100 | C |
![]() Only inheritable by cavalry units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Thracia 776
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