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Analysis by lordhelpme
Ganglöt - Death Anew

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
187
HP 40
ATK 44
SPD 30
DEF 38
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 13 3 7 10
Middle 18 14 4 8 11
High 19 15 5 9 12

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 41 27 35 32
Middle 40 44 30 38 35
High 43 48 33 42 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.
HPATKSPDDEFRES

Skill Sets

I’M AWAKE, I’M ALIVE (Defensive / Tanking Focus)

Build by lordhelpme
Recommended
Arcane Downfall A Distant Stance
Alternate: Atk/Res Finish 4
Positional Assist B Quick Riposte 4
Bonfire
Alternate: Iceberg
C Joint Dist. Guard
Alternate: Joint Drive Atk
IVs

+ATK or +DEF or +RES

SDistant Def 3
Alternate: Atk/Def Form 3

Show Explanation/Analysis

Weapon: Arcane Downfall (+DEF/RES)

Assist: Positional Assist / Flexible

Special:  Bonfire / Iceberg

Passive A: Distant Stance / Atk/Res Finish / Close Def / Unity Skills / Stance Skills

Passive B: Quick Riposte 

Passive C: Joint Dist. Guard / Joint Drive Skills / Menace Skills / Flexible 

Sacred Seal: Form Skills / Distant Def / Close Def / Stance Skills

  • This is a pretty straightforward build that has Ganglöt act as a traditional defensive tank, with the choice between having her operate as an all-purpose wall or melee specialist entirely depending on whether Far Save support is available (which, if you do, makes it highly advised to have her act as the latter). An Asset to her Atk or either of her defensive stats works well here.
  • Truthfully, the entirety of Ganglöt’s default skillset works perfectly for all-purpose tanking: Distant Stance is the ideal A skill among those that enable counterattacks regardless of range due its +5 Res boost, Quick Riposte 4 helps bypass her middling Spd with a far more flexible HP threshold than other comparable skills, and Joint Dist. Guard gives a simple helping of stats for improved ranged match-ups. It’s pretty hard to improve on something so synergistic — just use a stat-enhancing Sacred Seal of your choice as well as one of Iceberg and Bonfire, and simply call it a day!
    • However, that specifically holds true for all-purpose tanking only. If seeking to maximize her performance by isolating her matchups to the context of melee threats alone and having a Far Save ally make up the difference, there are more than a few considerations to make. 
      • This is primarily for those who really like Ganglöt, since it requires much more additional investment; however, by allowing her to use an actual stat-boosting A skill and avoid the plethora of ranged threats who would pierce the damage reduction she relies on from Quick Riposte 4, this gives her a much better standing in competitive play.
  • The biggest consideration lies in Ganglöt’s choice of A skill now that she would not have to equip something that enables counterattacks regardless of distance. Ideally, as most melee threats deal physical damage, something that enhances both Atk and Def is ideal; the choice between Unity, Stance, and Ideal skills depends on your preference between their secondary effects and activation requirements.
    • Atk/Res Finish also presents an interesting option for its sheer potency, helping Ganglöt greatly push her damage further while supplementing her longevity with even more healing. Naturally, while it’s not exactly ideal as it doesn’t boost Def, it’s her best option among available Finish skills until Atk/Def Finish is released.
    • Another interesting, diverging option is Close Def. It comes at a pretty steep cost to Ganglöt’s potential damage output, but is perhaps one of her best candidates from a survivability standpoint; the fourth-tier version not only provides a stellar +8 to both defenses, but denies enemy buffs to keep them from getting the upper hand.
  • Outside of this, where her C and Sacred Seal slots are concerned, the changes are pretty simple — just pick options that more greatly complement melee matchups instead of ranged, most often meaning to select something that enhances her physical durability.

NOW I KNOW WHAT I BELIEVE INSIDE (Galeforce)

Build by lordhelpme
Arcane Downfall A Atk/Def Ideal 4
Alternate: Atk/Res Ideal 4
Positional Assist B Wings of Mercy 3
Galeforce C Time's Pulse 3
Alternate: Def Smoke 3
IVs

+ATK

SQuickened Pulse
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Arcane Downfall (+DEF/RES)

Assist: Positional Assist / Flexible

Special: Galeforce

Passive A: Ideal Skills / Push Skills / Solo Skills

Passive B: Wings of Mercy

Passive C: Time’s Pulse / Joint Drive Skills / Smoke Skills / Flexible

Sacred Seal: Quickened Pulse / Death Blow / Form Skills 

  • Interestingly, thanks entirely to her infantry status and Arcane Downfall’s combination of a Slaying Axe + Breath effect, Ganglöt can opt for a more aggressive approach in the form of a one-tap Galeforce build for Aether Raids Offense usage. Activating Galeforce in a single attack is desirable for two reasons: this ensures the greatest amount of safety in such strategies by eliminating the need for anything other than having Ganglöt attack, and she cannot really reliably double opponents herself anyway. A +ATK IV is ideal to frontload as much damage as possible.
  • Ganglöt can ensure Galeforce’s trigger in one strike by herself through the Time’s Pulse C skill and Quickened Pulse Sacred Seal, maximizing self-sufficiency if she is unable to access direct charges from her team. However, if she can get flat charges through specific support (such as allies equipped with Infantry Pulse, or specific units like Askr, Velouria, and Rafiel), this opens up these slots for skills that aid her damage.
  • It’s worth noting that because of Arcane Downfall’s healing effect, this means Ganglöt will have to engage in Galeforce chains as a follow-up unit — not the initiator who typically relies on self-inflicted chip damage to act as a low HP beacon — and thus keeps Wings of Mercy as her only real B skill for such strategies. 
  • Her A skill is her most flexible aspect here, as realistically anything that enhances Atk can be used since she just wants more damage; the choice between what type of skill to utilize, such as a Solo, Push, or Ideal skill, depends on player preference.

Strengths

Native Access to Arcane Downfall

While pretty boring in its overall effects, Ganglöt’s Arcane Downfall is a plenty effective weapon overall.. 

  • The most versatile aspect of this weapon lies in its pairing of a perpetual Breath effect coupled with permanent -1 cooldown, as this allows Ganglöt to wield extremely frequent Special triggers with minimal effort (which lends itself to various uses such as pushing her damage further or even leveraging Galeforce). 
  • That said, the weapon’s additional benefits of providing on-hit healing and enemy follow-up denial enable Ganglöt to adopt a much more specialized role as a tank by default, complementing her innate statline — plus, in such roles, having such defensive benefits ingrained in her weapon gives her freedom to use her faster trigger rate purely to maximize damage.

Of course, this is technically not exclusive to her since it’s inheritable, having natural access to Arcane Downfall is still a boon in Ganglöt’s favor for those who actually want to use her; it’s her best weapon option by a mile, so having it in her kit saves any need for further investment where that’s concerned.

Excellent Attack & Defensive Statline

There’s not much to say about Ganglöt’s statline that isn’t already obvious: her phenomenal Atk of 44 and respectable defenses together ensure she can both hit hard and tank effectively, while her 30 Spd isn’t particularly impressive but does help safeguard against slower foes who rely on automatic follow-up attacks (which are forced into a Spd contest due to Arcane Downfall).

Infantry Benefits

Ganglöt’s performance is further supplemented by the immense skill availability that her infantry status brings. With access to powerful and coveted tools like Special Spiral, Time’s Pulse, Lull Atk/Def, and more, her inherent strengths are brought to their fullest in the form of great build flexibility.

Value as Rearmed Hero

There’s no denying that in addition to her Arcane Downfall, the rest of Ganglöt’s base kit is absolutely loaded — literally all of her skills are fourth-tier, premium abilities that are greatly coveted, generally speaking. Naturally, this is a nice benefit for Ganglöt herself, but comes as an even greater benefit for other units who desire them given her Rearmed status; this allows any of her skills to be passed once without being consumed afterwards, after which she can still be used as fodder but will disappear as normal. In this way, those that don’t really care about Ganglöt find double the normal skill value than normally accessible.

Weaknesses

Heavy Competition

Ganglöt’s statline, infantry strengths, and synergy with Arcane Downfall certainly keep her from being a bad unit — but given that her weapon is actually an inheritable, it can be tricky to actually distinguish her from the plethora of similar axe units who can take her weapon and function exactly the same. This is also due to the fact that unlike previous Rearmed Heroes, she has no other PRF skills to supplement her ability, so those with investments in such similar units are likely better off on simply foddering Ganglöt than actually using her.

Middling Speed

Her 30 Spd works in her favor against slower offensive units who rely on guaranteed follow-up attacks (since, as mentioned previously, Arcane Downfall’s Impact effect makes such instances a simple Spd contest), but it otherwise does her no favors — Ganglöt is left largely reliant on skills and her weapon to both perform and avoid follow-up attacks, which is more than just a little issue in a meta where Null Follow-Up and its variants are all too common.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Arcane Downfall

Accelerates Special trigger (cooldown count-1).

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, foe cannot make a follow-up attack, grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt).

Learns by default at 5 ★
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling Wind

Boosts damage dealt by 50% of unit's Res.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Iceberg

Boosts damage dealt by 50% of unit's Res.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 4 ★
300
A
Distant Stance

Unit can counterattack regardless of foe's range. If foe initiates combat, grants Res+5 to unit during combat.

Restricted to melee units.
Unlocks at 5 ★
300
A
Quick Riposte 1

Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.

Inheritable by all units.
Unlocks at 2 ★
60
B
Quick Riposte 2

Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.

Inheritable by all units.
Unlocks at 3 ★
120
B
Quick Riposte 3

Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.

Inheritable by all units.
Unlocks at 4 ★
240
B
Quick Riposte 4

If unit's HP ≥ 25% at start of combat and foe initiates combat, reduces damage from foe's first attack during combat by 25% and unit makes a guaranteed follow-up attack.

Inheritable by all units.
Unlocks at 5 ★
300
B
Distant Guard 1

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."

Inheritable by all units.
Unlocks at 2 ★
60
C
Distant Guard 2

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."

Inheritable by all units.
Unlocks at 3 ★
120
C
Distant Guard 3

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."

Inheritable by all units.
Unlocks at 4 ★
240
C
Joint Dist. Guard

Grants Def/Res+4 to allies within 2 spaces during combat against bow, dagger, magic, or staff foes. If unit is within 2 spaces of an ally and foe uses bow, dagger, magic, or staff, grants Def/Res+4 to unit during combat.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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