- Default
- Attack
- Special
- Injured




Forrest - Fashion Forward |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 5 | 6 | 3 | 8 |
Middle | 17 | 6 | 7 | 4 | 9 |
High | 18 | 7 | 8 | 5 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 29 | 23 | 16 | 32 |
Middle | 39 | 32 | 26 | 19 | 35 |
High | 42 | 35 | 30 | 22 | 38 |
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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As a special note, though Forrest's base Speed leaves much to be desired, its superasset value brings it up to a much more acceptable defensive value of 30 across all builds.
Skill Sets
So Dazzling That You're Dead (Visible Resistance / Passive Debuff Focus)
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Dazzling Kumade+ Alternate: Dazzling Panic+ |
A | Fort. Def/Res 3 Alternate: Fortress Res 3 |
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Physic+ Alternate: Restore+ |
B | Sabotage Res 3 Alternate: Chill Atk 3 |
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Heavenly Light Alternate: Miracle |
C | Res Ploy 3 Alternate: Def Ploy 3 |
IVs | +RES or +SPD / -ATK or -DEF | S | Fortress Res 3 Alternate: Chill Def 3 |
Weapon: Dazzling Kumade+ / Dazzling Panic+ / Dazzling Melancholy+
Assist: Physic+ / Restore+
Special: Heavenly Light / Miracle / Flexible
Passive A: Fort. Def/Res 3 / Fortress Res
Passive B: Sabotage Atk / Sabotage Res / Any Chill Skill
Passive C: Res Ploy / Flexible
Sacred Seal: Fortress Res / Chill Res / Chill Def / Def Ploy / Flexible
- This build focuses on inflicting debuffs passively and building Forrest's already great Resistance to an even greater visible number. The latter in particular allows for hitting a greater number of targets with Ploy and Sabotage skills, consequently debuffing and pressuring the enemy team even further. Fortifying Forrest's Resistance to this extent also allows him to tank magic hits reasonably well; however, he struggles to do much back due to a lack of Attack investment and the absence of Wrathful Staff.
- The best ways to build Forrest's visible Resistance lies in Fortress skills and Sacred Seals, including Fort. Def Res or Forrest's default Fortress Res or both (with the latter as a Seal).
- Chill skills are emphasized as a key feature of this build, as they inflict debuffs on the enemy team without needing to do much of anything.
- As such, Kumade would be the best staff to use if you are able to provide it. Else, Forrest can run pretty much any other staff of your choosing; his default Panic staff is great enough but requires Forrest to initiate in the thick of enemy territory. Melancholy (or its seasonal variant Witchy Wand) are also notable for providing extremely valuable debuffs in Guard.
- If you are unable to inherit Sabotage skills (as they are available only on 5 star exclusive units at this time of writing), any Chill skill of your choice is typically easier to access (all are available on free Heroic Grail units) and hits opponents true without adjacency requirements / Resistance comparisons.
- If you wish to place less emphasis on Resistance comparisons (or simply are not using Ploy or Sabotage skills at all for any reason), Chills can be run in both the B and Sacred Seal skill slots.
- The healing Assist and Special don't exactly matter much in this build's scheme of things, and ultimately depend on timing and healing preferences.
Fashionista Regalia (Bulky Offense)
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Dazzling Pain+ Alternate: Dazzling Panic+ |
A | Atk/Res Push 4 Alternate: Atk/Spd Solo 3 |
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Martyr+ Alternate: Physic+ |
B | Wrathful Staff 3 Alternate: Dazzling Staff 3 |
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Heavenly Light Alternate: Fireflood Balm+ |
C | Hone Cavalry Alternate: Savage Blow 3 |
IVs | +ATK or +SPD / -DEF or -HP | S | Attack/Res 2 Alternate: Chill Res 3 |
Weapon: Dazzling Pain+ / Dazzling Panic+
Assist: Martyr+ / Restore+
Special: Heavenly Light / Fireflood Balm+
Passive A: Atk/Res Push 4 / Atk/Res Solo / Atk/Spd Push 4 / Atk/Spd Solo / Attack +3 / Equivalent Bond skills
Passive B: Wrathful Staff / Dazzling Staff
Passive C: Hone Cavalry / Savage Blow / Res Ploy / Fortify Cavalry
Sacred Seal: Attack/Res 2 / Chill Res / Chill Spd / Savage Blow / Atk/Res Bond / Atk/Spd Bond / Atk/Spd 2
- A more offensive take on Forrest for those not wanting him to simply sit around and look pretty. As such, Wrathful Staff is required in one form or another, while a Dazzling Staff should accompany it in the B slot or as a refined staff for decent-scale, uninterrupted magic hits against all but Null C-Disrupt users.
- An offensive build, of course, needs offensive additions to it, and much of Forrest's power will lie in his A slot skill.
- Skills that increase both Attack and Resistance (Atk/Res Solo, Atk/Res Push, Atk/Res Bond) are generally the best for improving his one-shot damage and already-great magical resilience. Those who would like to improve Forrest's follow-up opportunities and doubles avoidance can instead run Speed-based skills with a Speed Asset. Finally, as usual on budget healer builds, Attack +3 (and its other double stat variations) is simple to access and use.
- An Attack-boosting Sacred Seal is rather obvious, though Chill Spd and Chill Res are technically more effective stat swings that also provides support passively for allies. Savage Blow can be used to slowly chip down enemies and can be doubly applied with Pain, itself in the C slot, or both.
- Forrest's healing Assist, staff weapon, and passive C slot are pretty much subject to personal preferences.
- Pain is notable for inflicting splash damage, making Forrests's future matchups much easier, though Panic comes by default and is Forrest's best method of crippling in Aether Raids Defense.
- If you're running a Push skill (which stops working after a certain HP percentage), Maryr+ is recommended to offset the HP threshold by healing Forrest himself while healing allies for a quite reasonable amount. Though Physic's distant healing has advantages of its own and it already comes by default.
- On cavalry-heavy teams, Cavalry buffs definitely take priority as Forrest becomes able to provide two meaty bonuses at the same time. Outside of that, Savage Blow is great for inflicting splash damage continuously, while Res Ploy comes by default on Forrest and allows him to affect foes cardinally (unlike Chill Res).
Strengths
Great Resistance
Forrest is notable for his Resistance, which stands at a fine base value of 35 as well as being his highest stat. Even without dedicated Resistance building, Forrest can be expected to tough out quite a few tome attacks. With the right skills and ally support, however, he can take repeated magical hits with a degree of impunity.
Sufficient Attack
Forrest's Attack stands at a similar value to that of Mercedes, Brave Veronica, and Elise at a value of 32. It's not exactly amazing especially without a high Speed value to accompany it in the offense department, but it at least allows for sufficient damage and healing output overall.
Ranged Cavalry Perks
Forrest's attack and healing range (if Physic is kept) is quite prized as he is in control of terrain five spaces around himself thanks to his cavalry status. Additionally, he provides and can benefit from skills exclusive to his movement type, including Hone Cavalry and Fortify Cavalry.
Weaknesses
Only Acceptable Speed
Much like Daddy Dearest, Speed definitely isn't Forrest's strongest suit. At a mere value of 26, Forrest's follow-up potential and follow-up avoidance opportunities are quite limited without specialized investment (and even then, it is an issue of whether that's worth it or not). As such, he is restricted to attacking once while getting attacked twice most of the time. Fortunately, he has a superasset in the stat, which puts his raw defensive Speed up to a more acceptable value of 30.
Low Defense
Low physical Defense is quite a shared characteristic among healers already, and Forrest pays no effort to distance himself from this common fault. Even efforts to ease this are quashed with the commonality of fast physical hitters, who also prey on Forrest's middling Speed.
Healer Blues / Somewhat Generic
As a healer, Forrest's deployment opportunities are already a bit limited as the majority of content is too fast-paced for him to strut his stuff. Even then, he can be a bit of a hard sell compared to others in his weapon / movement type. For instance, even with Speed investment, his statline is overall comparable to Priscilla and Clarine, both of whom technically faces less issues in combat despite lower defenses and Attack thanks to higher defensive and offensive Speed.
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Dazzling Trilemma+ | A | Atk/Res Push 3 |
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Physic+ | B | Wrathful Staff 3 |
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Heavenly Light | C | Res Ploy 3 |
S | Panic Ploy 3 |
This build will require a number of sacrifices but works wonders for Forrest if you are willing. Giving him access to a wrathful/dazzling staff combo, he can effectively ignore his low speed investments. Trilemma+ will allow him to aid other team members significantly as well. Panic ploy allows him to reverse units bonuses, in many cases allowing him to double more average speed units. Resistance ploy works in tandem with Panic ploy, meaning he will be able to deal good amounts of damage, possibly lethal damage too, if positioned properly. Physic works with his cavalry movement capabilities and is in his base set, his special allows him to heal those he can't reach when prevented by the map.
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Dazzling Candlelight+ | A | Fort. Def/Res 3 |
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Restore+ | B | Wrathful Staff 3 |
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Earthwater Balm+ | C | Close Guard 3 |
S | Distant Guard 3 |
Forrest is a cavalry staff unit who sports impressive HP and the highest Resistance of his class, while having either middling or low amounts in the rest of his stats. 32 Attack is relevant for staff cavaliers, but his Speed is too low for him to reliably make follow-up attacks. Overall, Forrest is a more min-maxed version of Valentine's Silque, who was released only 2 months prior.
Weapon: Dazzling Candlelight+ / Dazzling Rapport Wand+ / Dazzling Toasty Skewer+
While Forrest may be best used as a support unit, his capabilities of helping his allies out on the battlefield is extensive thanks to the variety of weapons he has access to. Candlelight is a great staff for Forrest to use, as its effect allows him to mitigate counterattacks after combat, which is great for helping neutralize tough foes that his allies may have trouble dealing with normally. While using it offers unparalleled utility, it is a fairly uncommon staff, only coming on Mikoto (as Flash) and Bridal Lyn. There are several alternatives to choose from, namely the Rapport Wand and Toasty Skewer. The Rapport Wand grants the fastest ally additional Attack and Defense from anywhere on the map, which can synergize with skills like Spd Opening, while Toasty Skewer stacks well with Close or Distant Guard for a set that focuses on defensive buff stacking, which is great for tanky units. Forrest has no shortage of avenues when it comes to picking a staff to equip him with.
Assist: Restore+ / Recover+ / Physic+
Having a unit be struck with penalties from skills like Aversa's Night, Iago's Tome, or Ploy skills can be inconvenient at best and composition-breaking at worst. Restore allows Forrest to nullify this threat to his allies, which can be invaluable in situations where every move matters. Recover is a different Assist skill that Forrest can use. It heals the most amount of HP per use; while not as exciting as its alternatives, the effect is straightforward, reliable, and easy to fit into any team. The last alternative to consider is Physic. While it heals for less than Recover—as most, if not all, other healing Assists do—it is important to recognize the unmatched range that means Forrest doesn't have to be right next to his allies at all times. With the limited space that each map provides, having one space to have a refresher grant that ally another action or a ranged ally to land a crucial blow on a tough melee opponent can be the difference between victory and defeat.
Special: Earthwater Balm+ / Windfire Balm+ / Heavenly Light
The Balm family of Special skills has proved to be one of the most widely applied and most effective for healers of any and every type. Offering stat bonuses to all allies for a turn can make defeating certain foes possible or saving an imperiled ally. Earthwater Balm, which raises both the Defense and Resistance of all allies, is suitable for defensively-oriented units, while the Windfire variation can push high-power offensive units even further into their specialty. Balms are often quite hard to obtain—only on a handful of healers—so Forrest's default Heavenly Light is a suitable alternative.
A: Fort. Def/Res
While his Defense may be unremarkable while unmerged, Forrest can reach high defenses with enough investment and care. With merges, dragonflowers, and Fort. Def/Res 3 to boost his stats, Forrest can not only protect himself from any damage he may take from melee foes, but also use his fantastic Resistance to debuff opponents, utilizing Sabotages or Ploys.
B: Wrathful Staff / Sabotage Atk or Res
While preventing a foe from counterattacking thanks to the Dazzling Staff effect that can be refined onto any staff can be helpful, Forrest won't get very far if he needs to attack someone because of the naturally subpar offenses of staff users. Wrathful Staff compliments Dazzling Staff to make a potent combination. Forrest can also run a Sabotage instead, which plays off of his naturally high Resistance to inflict penalties upon foes from near or far.
C: Close or Distant Guard / Atk/Spd or Def/Res Gap / Atk or Spd Opening
The Guard family of skills grants nearby allies extra defenses when they go up against either melee or ranged foes, which can be useful for buffing allies from a safe proximity. Guards also go well with Physic, given that Forrest will be able to heal and provide buffs within the same range. Alternatively, Opening skills give Forrest the freedom to be anywhere on the map and still provide bonuses to a certain stat. The only problem is that Openings only affect one stat, which is why Gaps, if available, are a much more suitable skill to run, given their twice the effectiveness of Openings. Pairing a Balm Special with the complementary Opening creates one striking combination.
Sacred Seal: Close or Distant Guard
Stacking the same Guard to offer 6 points of extra defenses to allies within a close proximity of Forrest. Combining a Close and Distant Guard to offer half of that to allies, but more consistently is yet another thing to consider when deciding what Sacred Seal to give Forrest.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Unlocks at 1 ★ Restricted to units that use a Staff.
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50 | 2 | 10 |
![]() Unlocks at 3 ★ Restricted to units that use a Staff.
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150 | 2 | 7 |
![]() Unlocks at 5 ★ Restricted to units that use a Staff.
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300 | 2 | 11 |
Support Skills
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 2 ★ Restricted to units that use a Staff.
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50 | 1 |
![]() Learns by default at 5 ★ Unlocks at 3 ★ Restricted to units that use a Staff.
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150 | 2 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 1 ★ |
40 | A |
![]() Inheritable by all units.
Unlocks at 2 ★ |
80 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
160 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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