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Flame Múspell

Analysis by Wecondo12
Flame Múspell - Raging Inferno

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
180
HP 40
ATK 43
SPD 26
DEF 41
RES 30

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 12 3 7 7
Middle 18 13 4 8 8
High 19 14 5 9 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 40 22 37 26
Middle 40 43 26 41 30
High 43 47 29 44 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.
HPATKSPDDEFRES

Skill Sets

The Power of Violence resides in me! (Offense)

Build by Wecondo12
Recommended
Breath of Flame A Atk/Def Catch 4
Alternate: Atk/Def Solo 4
Positional Assist B A/R Near Trace 3
Alternate: Dragon's Wrath 4
Bonfire C Domain of Flame
IVs

+ATK / -SPD

SAtk/Def Solo 3
Alternate: Atk/Def Catch 3

Show Explanation/Analysis

Weapon: Breath Of Flame

Assist: Positional Assist / Preference

Special: Bonfire / Glimmer / Moonbow

Passive A: Atk/Def Catch 4 / Atk/Def Solo 4 / Atk/Def Push 4 / Atk/Res Solo 4

Passive B: A/R Near Trace / Lull Atk/Res / Dragon’s Wrath 4

Passive C: Domain of Flame

Sacred Seal: Atk/Def Solo / Atk/Def Catch / Mystic Boost

  • Muspell’s personal Breath of Flame makes him an exceptional Player Phase unit, especially thanks to it’s ability to halve the effectiveness of non-special based damage reduction skills that would normally give him trouble, such as Spurn. Couple that with an extremely high Attack stat, Slaying and a guaranteed follow-up attack on top of a Quickened Pulse effect as long as his Special cooldown is at it’s max value and you have a Player Phase menace that very few units like taking on during Enemy Phase.
  • Muspell doesn’t have the Speed stat to make it really worth stacking unless one wishes to get the jump on other slow foes with follow-up negation, so he’s better off stacking Attack and Defense or Resistance with his A slot and seal with skills such as his innate Atk/Def Catch 4 and Atk/Def Solo.
  • Lull Atk/Res and A/R Near Trace serve similar purposes to Muspell, giving him an extra stat swing to work with. A/R Near Trace is the better pick in many circumstances, but Lull Atk/Res’s buff negation can be valuable in Arena where buff stacking is more common. Dragon’s Wrath 4 is also an amazing choice thanks to the additional damage output it provides as long as Muspell’s Attack is higher than the foe’s Resistance.
  • Muspell’s Domain of Flame is essentially a Joint Drive Attack on steroids that gives him and his allies a +4 boost to Attack and Defense, as well as a damage boost equal to 30% of the difference between the attacking unit’s Attack and the foe’s Resistance. This skill gives Muspell some solid offensive support utility thanks to it’s benefits, and it luckily means that he doesn’t have to slap Joint Drive Atk in his C slot like everyone else.

Muspell now with more Fire (Defensive)

Build by Wecondo12
Breath of Flame A Atk/Def Unity
Alternate: Sturdy Stance 3
Positional Assist B Dragon's Wrath 4
Bonfire C Domain of Flame
IVs

+ATK or +DEF / -SPD

SAtk/Def Form 3
Alternate: Atk/Def Catch 3

Show Explanation/Analysis

Weapon: Breath Of Flame

Assist: Positional Assist / Preference

Special: Bonfire

Passive A: Atk/Def Unity / Sturdy Stance 3 / Close Def 4 / Atk/Def Catch 4

Passive B: Dragon’s Wrath 4

Passive C: Domain of Flame

Sacred Seal: Atk/Def Form / Atk/Def Catch / Mystic Boost
 

  • Flame Muspell works decently as an Enemy Phase unit thanks to his great Defense stat, although his middling Resistance makes Distant Counter use a questionable prospect without considerable investment into his Resistance stat, especially considering how difficult it is to tank the average modern Player Phase mage: Such a task is better left to a Far Save partner regardless.
  • Atk/Def Unity, Sturdy Stance 3, and Close Def 4 are all standout A slot options for a melee specialist each coming with their own benefits. Close Defense gives Muspell buff negation, Sturdy Stance gives the Guard Effect, and Atk/Def Unity provides safety against stat debuffs. His innate Atk/Def Catch can also be used in lieu of these if they are unavailable.
  • Dragon’s Wrath gives Muspell a bit of damage reduction and bonus damage equal to 25% of Muspell’s Attack reduced by the foe’s Resistance if his Attack exceeds it, giving him a nice combination of both extra survivability and damage output.
  • Domain of Flame provides Muspell with excellent supportive utility on an Enemy Phase build while also giving him a decent boost to his combat.
  • Lastly, Muspell’s best seal options are either Mystic Boost for the additional healing, or Atk/Def Form and Atk/Def Catch for the stat boosts they provide.

Strengths

Domain of Flame

Domain of Flame is an excellent C slot skill that is essentially an upgraded Joint Drive Atk, giving Muspell and his allies within 2 spaces +4 Attack and Defense and true damage equal to 30% of the difference between his/his ally’s Attack and the foe’s Resistance. Altogether this C slot gives Muspell some good utility to his team even while he isn’t in combat himself.

Breath of Flame

Breath of Flame is a powerful weapon, giving Flame Muspell guaranteed follow-up attacks, Slaying, cooldown acceleration, and reducing the effectiveness of non Special damage reduction skills by 50%. In particular being able to sidestep damage reduction skills to an extent is fantastic, especially when combatting Speed based damage reduction such as Spurn, which Muspell would have a more difficult time against otherwise.
 

Great Attack and Defense

Muspell’s large Attack and Defense stats make him an easy choice for a melee specialist and lets him tank Physical damage with little issue. Muspell also benefits from an Attack superasset, meaning a 4 point increase rather than the usual 3.

Weaknesses

Dragon Effective Weaponry

As a dragon unit, Muspell will be turned into mincemeat by basically any user of dragon effective weaponry: He should avoid the likes of Legendary Marth and Chrom like the plague. He's even worse off against dragon effective weapons that target his middling Resistance, such as Legendary Julia's Divine Naga: Don't expect him to tank these without heavy investment.
 

Middling Resistance

Muspell’s middle of the road base 30 Resistance means that one can take him down simply by having a hard hitting magic user such as Winter Lysithea or Fallen Julia initiate on him, as it’ll be very difficult for him to survive hard hitting mages without heavy investment into his Resistance stat.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 2 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue+
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
300 1 15
Breath of FlameAccelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Grima
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Def Catch 1At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 2 ★
60
A
Atk/Def Catch 2At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 3 ★
120
A
Atk/Def Catch 3At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 4 ★
240
A
Atk/Def Catch 4At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 5 ★
300
A
Dragon's Wrath 1If foe initiates combat, reduces damage from foe's first attack by 10% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 10% of unit's Atk minus foe's Res during combat.
Only inheritable by Dragon units.
Unlocks at 2 ★
60
B
Dragon's Wrath 2If foe initiates combat, reduces damage from foe's first attack by 15% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 15% of unit's Atk minus foe's Res during combat.
Only inheritable by Dragon units.
Unlocks at 3 ★
120
B
Dragon's Wrath 3If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat.
Only inheritable by Dragon units.
Unlocks at 4 ★
240
B
Dragon's Wrath 4Reduces damage from foe's first attack during combat by 25%. If unit's Atk > foe's Res, unit's first attack deals damage = 25% of unit's Atk minus foe's Res during combat.
Only inheritable by Dragon units.
Unlocks at 5 ★
300
B
Domain of FlameGrants Atk/Def+4 and the effect "if unit's Atk > foe's Res during combat, unit's first attack deals damage = 30% of unit's Atk minus foe's Res" to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Atk > foe's Res during combat, unit's first attack deals damage = 30% of unit's Atk minus foe's Res.
Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Echoes

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