- Default
- Attack
- Special
- Injured




Flame Emperor - Bringer of War |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 19 | 11 | 5 | 10 | 6 |
Middle | 20 | 12 | 6 | 11 | 7 |
High | 21 | 13 | 7 | 12 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 47 | 37 | 22 | 34 | 23 |
Middle | 50 | 40 | 25 | 37 | 26 |
High | 54 | 43 | 29 | 40 | 30 |
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
Eternal Flame (Enemy Phase Healing Tank)
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Wo GΓΉn+ (+Res) Alternate: Huge Fan+ (+Res) |
A | Distant Counter |
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Swap | B | Special Fighter 3 Alternate: Slick Fighter 3 |
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Noontime | C | Pulse Smoke 3 Alternate: A/R Far Save 3 |
IVs | +Res or +Atk /Β -Spd | S | Quick Riposte 3 Alternate: Mystic Boost 3 |
Weapon: Wo GΓΉn+ (+Res) / Huge Fan+ (+Res)Β
Assist: Swap / flexible
Special: Noontime
IVs: +Res or +Atk / -Spd
Passive A: Distant Counter
Passive B: Special Fighter / Slick Fighter / Crafty Fighter / Vengeful Fighter
Passive C: Pulse Smoke / A/R Far Save / Armored Stride / flexible
Sacred Seal: Quick Riposte / Mystic Boost / Atk/Res Bond / Atk/Def Solo
- While Flame Emperor does not have a strong non-inheritable Weapon like some other armors, their high stats allow them to perform well as a tank in Aether Raids or other modes.Β
- Pairing Wo GΓΉn+ with Special Fighter and Noontime allows Flame Emperor to get attacked and immediately retaliate with a Noontime that is boosted by 10 damage, so long as the enemy does not have a Special-slowing effect such as Guard. +Res is generally the most useful refine, since Flame Emperorβs base Resistance is much lower than Defense.Β
- Huge Fan+ can be used to provide a Special acceleration effect so long as Flame Emperor is buffed, which is a fairly easy condition to meet, and includes non-stat buffs such as Armor March. While it provides less power than Wo GΓΉn+ (4 Attack when buffed compared to 10 extra damage on Specials), it also provides 4 Defense. In addition, it frees up the B slot to be used on a different skill such as Slick Fighter or Crafty Fighter, which both guarantee a follow-up on enemy phase as long as Flame Emperor is above 25% health while giving another helpful effect; penalty neutralization for Slick Fighter and slowing enemy Special activation for Crafty Fighter. Vengeful Fighter also provides guaranteed enemy-phase follow-ups, but the health threshold requirement for activation is stricter at 50% instead of 25%, and the Special acceleration on Flame Emperorβs attacks is generally not useful, since under most circumstances Noontime will activate on every counterattack.Β
- Resistance is the ideal choice of boon, as Flame Emperorβs Resistance is much lower than Defense. Attack is also useful. Speed is the best choice of bane, since Flame Emperorβs Speed is already low and generally not useful. This build also functions perfectly well at neutral boon and bane if the player does not wish to spend Trait Fruits.Β
- Distant Counter is necessary for Flame Emperor to counterattack ranged units.Β
- Special Fighter provides Special acceleration while also slowing the Special activation of Flame Emperorβs foe. It is best used in combination with Quick Riposte seal in order to guarantee a follow-up on enemy phase.Β
- The choice of C slot is flexible. Pulse Smoke allows Flame Emperor to inflict Special cooldown +1 on units within two spaces of the enemy after combat, which can be very helpful against teams with pre-charged Specials. A/R Far Save is also quite useful and allows Flame Emperor to guard allies within two spaces against ranged units that attack them. Many other choices of C slot can work; something like Armored Stride could be used for better mobility, or Atk Smoke to provide an Attack debuff to enemies after combat.Β
- The choice of seal depends on the choice of Weapon and B slot. Quick Riposte is best used with Special Fighter. Mystic Boost can be used with a B slot that guarantees an enemy-phase follow-up like Slick Fighter, as it heals 6 HP after combat and disables the Wrathful effect of staves. Since Flame Emperor cannot counterattack healers using Dazzling Staff or similar effects, this can be useful to limit the amount of damage they can do. Atk/Res Bond pairs well with A/R Far Save, providing a boost to Attack and Resistance providing that Flame Emperor is adjacent to an ally, which includes an ally they are currently protecting with Far Save. Atk/Def Solo can be used for a slightly larger boost to Attack and Defense if Flame Emperor will generally not be adjacent to allies when in combat.Β
Bringer of Crowns (Enemy Phase One-Shot)
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Slaying Axe+ (+Def) Alternate: Huge Fan+ (+Def) |
A | Distant Counter Alternate: Atk/Def Unity |
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Rally Spd/Def+ | B | Special Fighter 3 Alternate: Slick Fighter 3 |
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Blue Flame Alternate: Ruptured Sky |
C | A/R Far Save 3 Alternate: Joint Drive Atk |
IVs | +Atk / -Spd | S | Atk/Def Bond 3 Alternate: Armor March 3 |
Weapon: Slaying Axe+ (+Def) / Huge Fan+ (+Def) / Wo GΓΉn+ (+Def)
Assist: Rally Spd/Def+ / flexible
Special: Blue Flame / Ruptured Sky / Aether
IVs: +Atk / -Spd
Passive A: Distant Counter / Atk/Def Unity
Passive B: Special Fighter / Slick Fighter / Bold Fighter
Passive C: A/R Far Save / Joint Drive Atk / Any 300 SP C slot
Sacred Seal: Atk/Def Bond / Armor March / Quick RiposteΒ
- Flame Emperor is one of the highest base stat total 3-4 star units available in FEH, and can be used to great effectiveness on an arena team, taking advantage of high Attack and bulk and scoring quite well at +10. This build can also function well in other contexts where arena scoring is not a concern. In those cases, any of the skills used for their SP costs can be swapped out for others.Β
- Using a Special like Blue Flame or Ruptured Sky (chosen for their SP cost for scoring), Flame Emperor can get attacked once by a foe and retaliate with a powerful counter, OHKOing a significant portion of common units. Blue Flame is generally stronger, dealing 25 extra damage provided Flame Emperor is adjacent to an ally, while Ruptured Skyβs lower cooldown enables more freedom with other skill choices. Aether can be used as a budget option, but doing so forgoes the ability to activate the Special on the first counterattack, which is the number one asset of this build. If used in modes where SP cost is not a concern, Bonfire can be used instead of Blue Flame, and Glimmer instead of Ruptured Sky.Β
- The choice of Weapon and B slot depends on the Special used. Slaying Axe+ and Special Fighter are necessary to accelerate the cooldown of Blue Flame. If Ruptured Sky is used, the choice of Weapon is more flexible. Huge Fan+ provides Special acceleration on enemy attacks and can be used with essentially any B slot so long as Flame Emperor is receiving a bonus (a stat bonus or other non-stat effects such as Armor March). If Special Fighter is used with Ruptured Sky, essentially any axe can be used; Wo GΓΉn+ provides 10 extra damage on Special activation, improving all matchups, while Slaying Hammer+ allows Flame Emperor to better deal with armors. +Def is generally the most useful stat refine for all Weapons, since most common arena threats are physical, but +Atk may also be used for a slight power boost.Β
- A 400 SP Assist such as Rally Spd/Def+ is necessary to maximize score. The choice of particular Assist is not important and essentially any option is fine. If used in a mode where SP cost is not a concern, Swap offers extra mobility and help in changing positions in crowded spaces, but the best Assist will depend on what the team needs.Β
- Attack is the optimal boon for this build, since the point is to one-shot as many enemies as possible on the first counterattack, and Speed is the optimal bane since Flame Emperorβs Speed is already rather low and generally is not useful. However, this build functions almost the same at neutral boon/bane if the player does not want to spend Trait Fruits; Flame Emperor does not need a particular boon or bane to hit a certain base stat total in the way that some units do.Β
- Distant Counter is highly useful to allow Flame Emperor to counterattack against ranged units. If this is unnecessary or unavailable, another 300 SP A slot can be used. Skills that boost Attack and bulk like Atk/Def Unity are ideal. However, giving up the ability to counter at range is generally not worth it.Β
- The choice of C slot is flexible, with a 300 SP C slot being required for Flame Emperor to hit maximum scoring potential for arena. A/R Far Save can protect teammates from annoying ranged units while allowing Flame Emperor to potentially oneshot them with a Blue Flame or Ruptured Sky. Joint Drive Atk provides a mutual boost of 4 Attack to Flame Emperor and any allies within 2 spaces, so long as there is at least one ally within 2 spaces. Many other choices of C slot can also work depending on what is available.Β Β
- The choice of seal depends heavily on the team. If Flame Emperor is used on a team with another armor unit, using Armor March on one of the units is highly useful for mobility. If this is not necessary, or no other armors are being used on the team, a seal that boosts Attack and Defense on enemy phase is ideal, such Atk/Def Bond. If used in arena, a seal that costs 240 SP is necessary to hit max scoring potential, which both of the aforementioned seals do. Quick Riposte can be used with Special Fighter in order to guarantee a follow-up attack; however, this is only useful if Flame Emperor does not KO the enemy with the first counterattack and survives the enemyβs potential follow-up. Other seals may also be used depending on the particular needs of the team.Β
Raging Storm? Never heard of it. (Galeforce)
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Slaying Axe+ (+Res) | A | Atk/Res Unity Alternate: Distant Def (3 or 4) |
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Reposition | B | Bold Fighter 3 |
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Galeforce | C | Armor March 3 Alternate: Ward Armor |
IVs | +Atk or +Res / -Spd | S | Distant Def 3 Alternate: Armor March 3 |
Weapon: Slaying Axe+ (+Res)
Assist: Reposition / flexible
Special: Galeforce
IVs: +Atk or +Res / -Spd
Passive A: Atk/Res Unity / Distant Def
Passive B: Bold Fighter
Passive C: Armor March / flexible
Sacred Seal: Distant Def / Armor March / flexible
- Flame Emperor can utilize a set relying on Bold Fighterβs Special acceleration to activate Galeforce. This build is best used in combination with another armored unit using galeforce, so that both units can gain the increased mobility from Armor March and KO several units, leaving one or two weak units standing, then use their high bulk to survive any attacks those units make on enemy phase.Β
- Slaying Axe+ is necessary to reduce the cooldown of Galeforce to 4, allowing it to activate after two attacks made with Bold Fighter, providing the Special activation is not slowed in any way. +Res is generally the best refine for increasing Flame Emperorβs bulk.Β
- Reposition is a good choice of Assist that is useful in many contexts, but others may be used, this slot is flexible.Β
- Attack and Resistance are both solid choices for boon that increase Flame Emperorβs damage dealt and survivability, respectively. Speed is the best choice of bane, since Flame Emperorβs Speed is already poor and usually unnecessary for follow-up attacks when using Bold Fighter. This build also functions almost as well with neutral boon and bane if the player does not wish to spend Trait Fruits.Β
- The choice of A slot is flexible; the listed options provide good bulk on enemy phase, while also providing some extra power in the case of Atk/Res Unity.Β
- Armor March is very useful to have on either Flame Emperor or the other galeforce armor, in either the C or S slot, as it is much easier to initiate on enemy units with the extra tile of movement. Other useful C or S slots are any that increase Flame Emperor or other armorsβ bulk on enemy phase, such as Distant Def, Ward Armor, Mystic Boost, or many other possible options. If Flame Emperor is used without a partner, Armored Stride provides more self-sufficient mobility.Β
Strengths
Great Attack
Flame Emperorβs base Attack of 40 is quite high and provides great power that can be put towards KOing enemies, often in one hit.Β
Good Bulk
Flame Emperorβs base 50 HP, 37 Defense, and 26 Resistance provide good bulk and the ability to survive many enemy attacks.Β
Access to Armor-Exclusive Skills
Armors have many unique tools like Fighter and Save skills that allow Flame Emperor to perform better in combat and fill roles in a team that other movement types could not.Β
Accessibility
Flame Emperorβs status as a Grand Hero Battle/grail unit allows access to merges without costing orbs or involving any of the randomness inherent in summoning. With the stat gains from merges, this may mean Flame Emperor is stronger compared to a lower merge five star exclusive, and with a BST of 181-182 after a merge, Flame Emperor can score quite well in modes that use arena scoring when merged to +10.Β
Weaknesses
Armor Effectiveness
Flame Emperor takes 1.5x damage from any armor-effective Weapons, which are fairly common.
Mobility
As an armored unit, Flame Emperor can only move 1 tile per turn unless under the effect of a movement-boosting skill like Armor March or Ground Orders. This can severely limit the ability to engage and disengage effectively.Β
Speed
Flame Emperorβs base Speed of 25 is rather low, allowing many faster units to perform follow-up attacks and forcing the use of skills like Vengeful Fighter or Quick Riposte to double.Β
No Unique Weapon
There are many other armors with powerful, non-inheritable Weapons unique to them. Flame Emperor does not have a unique Weapon, and so must rely on inheritable Weapons. While there are several good options for axes, inheritables generally have fewer and less powerful effects compared to unique Weapons.Β
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Huge Fan+ (+Res) | A | Distant Counter |
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Pivot | B | Vengeful Fighter 3 |
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Aether | C | Panic Ploy 3 |
S | Mirror Stance 2 |
High investment build that aims to make Flame Emperor an Enemy Phase tank with massive amounts of bulk and special acceleration using Vengeful Fighter/Huge Fan synergy. This set could also work on Sheena or any green armor unit if they don't have a PRF worth building around. Builds suffers when buff effects are unable to be granted or when facing foes with Null Follow Up.
Weapon: Huge Fan grants a special acceleration on enemy hits along with 4/4 atk/def when affected by a buff effect. This synergizes perfectly with fighter skills which grant special acceleration on your attacks. Huge Fan (and Pledged Blade) essentially grants every armor potential access to the steady breath/dc/fighter skills combo enjoyed by BK/Zelgius and other armors. Res Refine or Def Refine but Flame Emperor's innate res is the weaker of the two and weapon effect grants extra def. Depends if you want to be more of a generalist or hyper focus on anti physical.
Assist: Whatever you need really. Pivot, Rally, Smite, anything works depending on what you need.
Special: . Aether grants both dmg and sustain to maintain VF but any special you want works, just keep in mind the huge amount of special acceleration the build has. It can trigger in one round of combat if the enemy does not have Null Follow Up and doubles you. I highly recommend a healing special to sustain VF/QR but ultimately, the choice is up to you.
A: Distant Counter allows Flemp to tackle a large variety of threats though you may need some support vs strong mages. Any A slot here works though, Stances are a particularly strong option for their Guard effect if you just need to fight melees or have some other way to fight ranged threats.
B: Vengeful Fighter grants guaranteed doubles and special acceleration on EP. You can use other fighter skills like Bold or Special if you want. If you do run Special Fighter, you will need QR in seal slot for doubles. The Guard effect can be a lifesaver, though it is higher investment.
C: Flemp has a sky high 61 HP with 5 Dragonflowers, +10 and a refined weapon. Easily enough for Panic Ploy to proc on majority of opponents. However, a way to consistently activate Huge Fan's weapon effects can be beneficial so Armor March, Joint Hones, Oaths, etc can also work. C slot is flexible as it always has been.
S: Mirror Stance helps against the Mage/Dragon matchup while providing additional attack. If running Special Fighter, run Quick Riposte here. Otherwise, Sturdy Stance is another alternative for more anti physical purposes. Panic Ploy also works here if running another C slot. Again, anything can work here if you think it would help. I wouldn't recommend classic ploys however, 35 base is not amazing without access to a boon.
Stats at max investment (+10, 5 DF)
HP: 61
Atk: 60 (+4 Fan, +4 Mirror) = 68
Spd: 30
Def: 43 (+4 Fan) = 47
Res: 35 (+4 Mirror) = 39
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Wo GΓΉn+ (+Res) | A | Distant Counter |
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Reposition | B | Special Fighter 3 |
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Noontime | C | Armor March 3 |
S | Mirror Stance 2 |
Wo Gun for assured damage and pairs up well with Noontime. +Res is taken to augment lower Res stat.
Assist skill is flexible but Reposition is opted given the tanky nature of Flame Emperor.
Special: Noontime is most ideal for consistent sustain and tanking. Sol is possible if QR 3 seal used. Aether for scoring.
A Slot: Distant Counter/Distant Ward
Important to be able to respond on initiation. Distant Ward limits range response(vs Bow & Dagger) but gives more magic tanking and improves dragon matchup.
B Slot: Special Fighter 3
No compromise. This skill has strong synergy with Wo Gun/Noontime/DC and is the core of the build. Allows Flame Emperor to maintain > 50% threshold via Noontime and deal consistent damage through Wo Gun. FE will nearly always be doubled so with SF3 and DC, a follow-up attack means a Wo Gun and Noontime triggered.
C Slot: Armored March 3/Attack Smoke 3/ Rouse Def/Res 3/Panic Smoke 3/Ward Armor 3
Depending on team composition, C slot can be flexible. However, in armor emblem teams, it might be preferred that FE is the Armored March carrier. Ward Armor is opted if not the case(and to avoid Panic effects predominant in high tier AR play)
Seal: Mirror Stance 3/Deflect Magic 3/Renewal 3/QR 3
Mirror Stance 3 is preferred to increase Res and deliver more punishment.
However, QR 3 can be opted for guaranteed follow-up and augment low speed. If opted, Sol can be used. Other seals can be used if aforementioned seals aren't available. Deflect Magic 3 for example really supplements the lacking RES which is important in high AR tier play vs mages that plagues the meta. Renewal 3 gives more sustain.
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Hack-o'-Lantern+ (+Res) | A | Distant Counter |
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Rally Up Res+ | B | Odd Follow-Up 3 |
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Aether | C | Hone Spd 4 |
S | Chill Atk 3 |
Arena score stick
Don't really have a lower cd special right now. Might switch to blue flame, since it'll go off more often, but I don't see it becomming an issue.
Had a duo hector for dc and I'm thinking odd follow up can work quite nicely in arena, especially now, when it's fine for core members to kill a couple of enemies.
Most probably, Hammer, special fighter and qr seal is way more usefull, but unless IS release more copies of it, some chars will have to do without qr. Still, Guard axe gives -cd effect and with OFU there's only one attack to tank, without any health requirement. It might take some extra thought not to get caught in a bad situation for even round.
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Rearguard+ (+Res) | A | Distant Ward |
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Pivot | B | Vengeful Fighter 3 |
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Aether | C | Threat. Atk/Res 3 |
S | Mirror Stance 2 |
Weapon: Rearguard (+Res)
Assist: Swap / Pivot
Special: Aether / Bonfire
Passive A: Distant Ward / Distant Counter
Passive B: Vengeful Fighter / Quick Repost 3
Passive C: Threaten Atk/Res 3 / Atk Smoke 3
Sacred Seal: Mirror Stance / Warding Stance
This set aims to give Flame Emperor strong potential as a mix tank with decent-good damage output through having naturally good Def with slight buffing and massively buffed Res when needed while being able to proc Aether quickly.
First off, as for longevity 55 Hp is on the high side when regarding Grand Heroes and with mix bulk as well as Aether and Vengeful Fighter 3 with their naturally low Spd stat means Aether should proc every battle on their second retaliation.
As long as the opponent doesn't have a "Guard" type skill Aether should proc every battle making Flame Emperor one hard unit to take down.
For the flip side of longevity (Def&Res) Flame Emperor has naturally high Def already and mediocre Res which does require high investment if wanting to achieve the mix wall category, in come the skills.
Rearguard+ gives Flame Emperor's naturally high Def the needed boost to make them nearly untouchable by most units that aren't Atk stat focused or red/armor Slayer units (especially both) giving it the Res refine pushes their Res to 30 making it a decent stat already and that's before the other skills.
Now for Res support, it is expensive to make the preferable skills but if you have the fodder and don't mind using them on Flame Emperor then you have a solid mix tank unit, otherwise there are budget skills that can achieve a slightly weaker version but still relatively effective.
Distant Ward and Threaten Atk/Res 3 are both seasonally exclusive but highly required to make Flame Emperor shine as a mix wall as the combination of both gives Atk +5 and Res +10 to unit as well as Atk -5 to targets within two spaces adding to the longevity/mix tanking capability.
Tack on Mirror Stance 2 for the seal and you have a well built mix tank unit who packs a wallop (Atk 63, Def 44, Res 44) under ideal situations of course.
Now for budget skills, Atk Smoke 3 as the C Skill will give a higher Atk debuff (-7) at a higher range (two spaces around target instead of unit) but at the cost of not affecting the Target or giving Res +5 to unit which the additional -2 Atk will help out with the Res +5 missing.
Distant Counter as the A Skill gives Flame Emperor the benefit of countering archers but at the cost of Atk/Res +5 not being there.
So far we have a total Res loss of +10 slightly mitigated by Atk Smoke 3 coming out to a total loss of Res+8.
Which requires replacing Mirror Stance with Warding Stance as the Seal giving Flame Emperor Res +6 when attacked making the total Res loss only +2.
The total overall stat loss of the budget skills over the premium skills is (Atk +14 and Res +14 mitigated to Atk +14 and Res +8 {Res +6 if you count the additional +2 Atk debuff from Atk Smoke over Threat. Atk/Res}).
You lose the massive Atk increase completely but retain roughly half the Res increase, still making Flame Emperor a decent mix wall (Atk 54, Def 44, Res 36) under ideal situations.
As for Quick Reposte 3 it is advisable to aquire Vengeful Fighter 3 instead due to Aether requiring Vengeful Fighter to proc every battle though if you don't have or are unwilling to give Flame Emperor Vengeful Fighter 3 then Quick Reposte 3 is a viable substitute but it would be advisable to switch to Bonfire for the special.
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Guard Axe+ | A | Distant Counter |
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Swap | B | Wary Fighter 3 |
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Moonbow | C | Odd Res Wave 3 |
S | Even Res Wave 3 |
+ res on the axe combind with even and odd atk wave will make her res 36, only one point below her def
That and distant counter and wary fighter will keep her alive as long as you need
Ballin π
But swap and moonbow can be changed up to fit your play style
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 β
Unlocks at 1 β
Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 β
Unlocks at 2 β
Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 β
Unlocks at 3 β
Inheritable by Axe users only.
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200 | 1 | 10 |
![]() Learns by default at 5 β
Unlocks at 5 β
Inheritable by Axe users only.
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300 | 1 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 β
Unlocks at 3 β
Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 4 β
Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
Unlocks at 1 β
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50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 2 β
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120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 β
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240 | A |
![]() Only inheritable by armor units.
Unlocks at 3 β
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60 | B |
![]() Only inheritable by armor units.
Unlocks at 4 β
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120 | B |
![]() Only inheritable by armor units.
Unlocks at 5 β
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240 | B |
Other Info
Origin |
Fire Emblem: Three Houses
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Banners Featured In
None