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Tier Rating

Analysis by UmbraCorvus
Forsyth - Loyal Lieutenant

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 47
ATK 40
SPD 20
DEF 39
RES 33

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 22 9 4 10 6
Middle 23 10 5 11 7
High 24 11 6 12 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 44 37 17 36 30
Middle 47 40 20 39 33
High 50 44 23 42 36

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

Assets

+ATK: An Attack Asset proves to be Forsyth’s most important and beneficial Asset, as it is a Superasset that raises his base Attack by 4. Damage is crucial to all of Forsyth’s builds, making it the most flexible for any situation.

+DEF/+RES: A Defense or Resistance Asset ends up being worthy alternative Assets that can be taken as both seek to improve Forsyth’s physical bulk or magical bulk. A Resistance Asset in particular will allow Forsyth’s Resistance to be equal to his Defense with the Sol Lance equipped.

Neutral

HP: While Forsyth’s natural HP is quite high, due to the nature of Sol Lance’s regenerative properties he would rather enjoy an increase to his raw defensive stats if at all. If he can avoid taking damage altogether in certain matchups, he can end up with an overall net recovery of HP.

Flaws

-SPD: Forsyth’s Speed stat is an extremely low value of 20, and as such it is best to be dumped entirely as investing in his Speed is quite the task and overall not worth it over his other strong points.

Skill Sets

The Green Baron (Special Fighter Tank)

Recommended
Sol Lance A Distant Counter
Alternate: Def/Res Bond 3
Swap B Special Fighter 3
Moonbow
Alternate: Noontime
C Armor March 3
Alternate: Joint Hone Def
SP1695SQuick Riposte 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Preferred IV: +ATK or +DEF or +RES / -SPD

  • An Attack Asset maximizes Forsyth’s counter attack damage, and is a Superasset compared to the other options. A Defense or Resistance Asset improves Forsyth’s physical or magical bulk even further. A Speed Flaw is recommended as Forsyth’s Speed is beyond salvaging.

Weapon: Sol Lance

  • The Sol Lance will provide solid sustainability to Forsyth whenever he attacks, allowing him to still be able to sustain his HP somewhat even when not running a healing Special.

Assist: Swap / Player Preference

Special: Moonbow / Glimmer / Noontime

  • Moonbow or Glimmer are ideal Specials to take with this build, as Forsyth will be able to deliver an immediate Special activation upon taking a hit in the Enemy Phase thanks to Special Fighter’s Special cooldown bonus. Moonbow can help against higher Defense opponents, while Glimmer scales well with Forsyth’s high Attack.

  • Noontime can be taken as an alternative Special that focuses purely on Forsyth’s sustainability, but does nothing to boost his damage capability.

Passive A: Distant Counter / Def/Res Bond / Def/Res Solo / Fort. Def/Res

  • Distant Counter allows Forsyth to be able to counter attack ranged opponents as well, which is very important for a pure Enemy Phase oriented build.

  • Def/Res Bond is Forsyth’s default A Passive, and it is quite usable on a tight budget as it does boost both of Forsyth’s defensive stats so long as he is next to an ally. Def/Res Solo is also strong for a more independent performance from Forsyth, but it prevents him from being next to an ally during combat in order to obtain the boost. Fort. Def/Res does not worry about positioning requirements, but it does drop Forsyth’s Attack a bit.

Passive B: Special Fighter 

  • The Special cooldown bonus from Special fighter allows Forsyth to activate two charge Special attacks on his counter attack so long as the opponent is not hampering his ability to charge his Special, while the inbuilt Guard effect will also provide a layer of protection from the Special attacks of his opponents.

Passive C: Armor March / Ward Armor / Joint Hone Def / Player Preference

  • Class-specific buffs such as Armor March for mobility purposes or Ward Armor to support the defensive bulk of additional armored allies are perfect options if Forsyth finds himself in an armor team.

  • Joint Hone Def is his default C Passive and it is very serviceable out of the gate, providing Forsyth and any allies next to him a buff of 5 Defense at the start of a turn if he starts his turn next to any allies.

Sacred Seal: Quick Riposte / Fierce Stance / Steady Stance / Warding Stance

  • The Quick Riposte Sacred Seal helps Forsyth deliver two counter attacks during the Enemy Phase if follow-up attack securing Skills are not being blocked such as through Skills like Null Follow-Up. With Sol Lance’s extra sustain, Forsyth will be able to maintain Quick Riposte fairly well on his own.

  • The Fierce Stance, Steady Stance, or Warding Stance Sacred Seals are options that can be taken that improve on one of Forsyth’s strongest stats at the cost of not helping him secure a follow-up attack like the Quick Riposte Seal provides.

Python's "Motivational" Prodding (Player Phase Offense)

Brave Lance+
Alternate: Firesweep Lance+
A Death Blow (3 or 4)
Swap B Bold Fighter 3
Glimmer
Alternate: Ignis
C Armor March 3
Alternate: Joint Hone Def
SP1575SSturdy Blow 2
Alternate: Armored Boots

Show Explanation/Analysis

Preferred IV: +ATK or +DEF / -SPD

  • An Attack Asset is ideal to maximize Forsyth’s damage output as this build is very much focused on dealing as much damage as possible. A Defense Asset is an alternative that can improve Forsyth’s Defense so he takes less damage when trading blows with physical opponents. A Speed Flaw barely hampers Forsyth’s already low Speed.

Weapon: Brave Lance+ / Firesweep Lance+ / Sol Lance

  • A Brave Lance allows Forsyth to attack four times during combat with the aid of Bold Fighter, leading to immense damage.

  • A Firesweep Lance effectively removes the risk of trading blows with an opponent during Forsyth’s initiation of combat. While Forsyth’s high Defense usually does not make this an issue, the Firesweep Lance lets him attack anti-armor weapon carrying foes safely if they are not running Null C-Disrupt. The Firesweep Lance allows pairs wonderfully with the Armored Boots Sacred Seal, as the lack of a trade of blows means Forsyth can easily maintain full HP.

  • Sol Lance actually isn’t all that bad here, as Forsyth will be consistently healing with each attack he delivers. Sol Lance does not provide the raw damage potential of Brave Lance or the safety of Firesweep Lance however, making it less than ideal.

Assist: Swap / Player Preference

Special: Glimmer / Moonbow / Ignis / Bonfire / Galeforce

  • Glimmer and Moonbow can be used with the Brave Lance or Firesweep Lance to deliver two Special activations in the Brave Lance’s case, and one in the Firesweep Lance’s case.

  • Ignis can be used with the Brave Lance and easily charged for a one round activation thanks to the cooldown bonus from Bold Fighter.

  • The Quickened Pulse Seal for the first round of combat will allow for a swift Bonfire activation after Forsyth’s first attack.

  • Galeforce can give Forsyth strong mobility options after combat when it activates, the Firesweep Lance alongside the Quickened Pulse Seal will allow Forsyth to activate Galeforce after the first round of combat if he does not OHKO his opponent and they do not hamper his Special cooldown or prevent his follow-up attack.

Passive A: Death Blow (3 or 4)

  • Death Blow is the preferred A Passive of choice as this build focuses purely on the Player Phase, as well as maximizing the damage output that Forsyth can achieve. Death Blow 4 is the most ideal to achieve 8 Attack on initiation, but Death Blow 3 functions just fine as well.

Passive B: Bold Fighter

  • Bold Fighter enhances Forsyth’s Player Phase potential, securing follow-up attacks on the Player Phase as well as boosting his cooldown charging capabilities and allowing him to abuse frequent low cooldown Specials or even reliably make use of higher cooldown Specials.

Passive C: Armor March / Ward Armor / Joint Hone Def / Player Preference

Sacred Seal: Sturdy Blow / Quickened Pulse / Armored Boots

  • The Sturdy Blow Sacred Seal grants 4 Attack/Defense on initiation, improving Forsyth’s damage as well as his physical bulk when his opponent counter attacks.

  • The Quickened Pulse opens up more powerful Special options Forsyth’s initial matchup, such as the possibility of a Galeforce activation in a single round of combat.

  • The Armored Boots Sacred Seal allows Forsyth to not abide by the restricted movement of armored units so long as he can remain topped off at full HP.

A Forsyth to be Reckoned With (Mixed Phase Duelist)

Sol Lance A Distant Counter
Alternate: Def/Res Bond 3
Swap B Bold Fighter 3
Bonfire
Alternate: Iceberg
C Armor March 3
Alternate: Joint Hone Def
SP1575SQuick Riposte 3

Show Explanation/Analysis

Preferred IV: +ATK or +DEF or +RES / -SPD

  • An Attack Asset maximizes the damage that Forsyth can achieve, while a Defense or Resistance Asset improves Forsyth’s bulk. The Speed Flaw is ideal as Forsyth’s Speed is extremely low and not worth investing in.

Weapon: Sol Lance

  • Sol Lance’s 10 HP restore when he attacks keeps Forsyth relatively healthy on his own without any kind of support, and allows him to maintain the effect of the Quick Riposte Seal fairly well, and potentially get it back through Bold Fighter initiations.

Assist: Swap / Player Preference

Special: Bonfire / Iceberg

  • A three turn Special such as Bonfire is ideal to take for this build, as in most cases this Special will be able to activate in a single round of combat. Bonfire takes advantage of Forsyth’s naturally higher Defense, though Iceberg is totally fine if running a Resistance Asset Forsyth as his Defense and Resistance will be at equal values when using the Sol Lance.

Passive A: Distant Counter / Def/Res Bond / Def/Res Solo / Fortress Def/Res / Atk/Def Bond/ Atk/Def Solo

  • Distant Counter improves Forsyth’s versatility, allowing him to Enemy Phase counter attack ranged units.

  • Def/Res Bond, Def/Res Solo, and Fortress Def/Res are all ways to further improve upon Forsyth’s defensive stats in the event that he cannot run Distant Counter. Alternatively, Atk/Def Bond or Atk/Def Solo can be used to increase Forsyth’s damage output and Defense.

Passive B: Bold Fighter

  • Bold Fighter is Forsyth’s native B Passive and allows him to secure follow-up attacks on the Player Phase so long as his opponent is not blocking a secured follow-up Attack. The additional Special cooldown allows Forsyth to trigger three charge Special attacks such as Bonfire in a single round of combat if he trades blows with an opponent.

Passive C: Armor March / Ward Armor / Joint Hone Def / Player Preference

Sacred Seal: Quick Riposte

  • The Quick Riposte Sacred Seal is mandatory so that Forsyth can have a threatening presence in both the Player Phase and the Enemy Phase. Sol Lance can assist in maintaining Quick Riposte’s HP range.

Introduction

Forsyth joins the ranks of Askr’s Order of Heroes, having taken a break from serving The Deliverance in order to act as a self-sustaining defensive juggernaut for any summoner lucky enough to obtain him. Forsyth’s stats are extremely favouring high HP, Attack, Defense, and Resistance while dumping his Speed entirely. On top of this, he possesses a unique weapon in the form of Sol Lance which gives him a means to take care of himself quite well.

Forsyth sports a very high Attack stat of 40, with a Superasset that can be taken to push his Attack to an even greater 44. His HP, Defense and Resistance are spectacular, and when Forsyth equips his unique weapon his Resistance gets a further boost of 3. His Speed is beyond saving being at a value of 20, but on the bright side this means that it is an easy choice for a Flaw stat. Forsyth’s statline is essentially a case of what you see is what you get; an extremely durable lance armor who can hit just as hard as the punishment he can take.

The Sol Lance is an interesting unique weapon that not only boosts Forsyth’s Resistance by 3, but it also allows him to heal 10 HP whenever he strikes his opponent. Even if Forsyth is to deal 0 damage in a matchup, he will still get this 10 HP recovery during combat. Paired with his natural Bold Fighter, even a base kit Forsyth will be able to heal up to 20 HP during combat if he initiates, making him even bulkier than his stat spread can suggest.

Forsyth is not without his issues, and his biggest glaring issue is the fact that his Speed value is extremely low. While Forsyth can secure follow-up attacks through follow-up securing skills such as Bold Fighter, this means that Forsyth is completely hard countered by any instance of follow-up blocking Skills such as Null Follow-Up. Forsyth while extremely durable, must also be wary of the fact that anti-armor weapons are very common in modes such as Arena or Aether Raids. His durability and sustain can only help so much against effective damage, and many opponents will be able to exploit his poor Speed to hit him twice with lethal damage.

Overall, Forsyth proves to be an immensely strong lance armor with strong durability and Attack alongside unique sustainability through Sol Lance. While he sports some competition with other blue armored units, he is able to stand on his own two feet fairly well and be a reliable defensive unit. This soldier will gladly fight on the front lines for you, though he may require your help to drag Python to the battlefield.

Strengths

Optimized Statline for Attack and Durability

Forsyth’s Attack, HP, Defense, and Resistance are all sitting at very high values, making his strengths in his statline clear cut. They can be further improved with an Asset, with an Attack Asset in particular raising his base Attack by 4.

Sol Lance

Sol Lance is a unique weapon that makes Forsyth look even more durable than he lets on, as he will heal 10 HP whenever he attacks, even if he was to deal 0 damage during combat. This sustainability can keep him alive for longer, as well as make him self sufficient in terms of healing himself back into the HP ranges for Skills such as Special Fighter.

Weaknesses

Low Speed

His low Speed, while an easy stat to take a Flaw in, can hurt him when he runs into Skills such as Null Follow-Up, as Forsyth is completely reliant on follow-up Skills in order to follow-up attack.

Anti-Armor Weapons

Effective damage can threaten Forsyth immensely, even if his defensive stats are at very high values. Anti-armor weapons are very common in competitive modes such as Arena, making it a common problem to watch out for.

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
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Sol LanceGrants Res+3. When unit deals damage to foe during combat, restores 10 HP to unit. (Triggers even if 0 damage is dealt.)
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
BonfireBoosts damage dealt by 50% of unit's Def.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Def/Res Bond 1If unit is adjacent to an ally, grants Def/Res+3 during combat.
Inheritable by all units.
Unlocks at 1 ★
60
A
Def/Res Bond 2If unit is adjacent to an ally, grants Def/Res+4 during combat.
Inheritable by all units.
Unlocks at 2 ★
120
A
Def/Res Bond 3If unit is adjacent to an ally, grants Def/Res+5 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Bold Fighter 1If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 3 ★
60
B
Bold Fighter 2If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 4 ★
120
B
Bold Fighter 3If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★
240
B
Fortify Def 1Grants adjacent allies Def+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
50
C
Fortify Def 2Grants adjacent allies Def+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
100
C
Fortify Def 3Grants adjacent allies Def+4 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
200
C
Joint Hone DefAt start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Echoes

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