- Default
- Attack
- Special
- Injured
Guy - Kutolah Blade |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 19 | 8 | 9 | 8 | 5 |
Middle | 20 | 9 | 10 | 9 | 6 |
High | 21 | 10 | 11 | 10 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 41 | 34 | 39 | 30 | 22 |
Middle | 44 | 37 | 43 | 33 | 25 |
High | 47 | 40 | 46 | 36 | 29 |
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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Skill Sets
Swords Doing Sword Things (Galeforce)
Ninja Katana+ Alternate: Brave Sword+ |
A | Flashing Blade 4 Alternate: Atk/Spd Boosting A Slot |
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Positional Assist Alternate: Reciprocal Aid |
B | Frenzy 3 Alternate: Spd/Def Tempo 3 |
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Galeforce | C | Time's Pulse 3 Alternate: Savage Blow 3 |
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IVs | +ATK or +SPD / -RES | S | Blade Session 3 Alternate: Flashing Blade 3 |
Weapon: Ninja Katana+ / Brave Sword+
Assist: Positional Assist / Reciprocal Aid
Special: Galeforce
A Passive: Flashing Blade 4 / Atk/Spd Boosting A Slot
B Passive: Frenzy / Spd/Def Tempo / Desperation
C Passive: Timeâs Pulse / Savage Blow
Sacred Seal: Blade Session / Flashing Blade
- For this set, weâll be highlighting the Galeforce role and what Guy can run to act as a solid Galeforcer. One of the general go-to options for weaponry when it comes to Galeforce is Ninja Katana+ since it naturally provides two attacks in the player phase, and four if he can double successfully. Of course, for budget purposes, thereâs also Brave Sword+ which wonât weigh him down too badly since his Spd is naturally high. Beyond that, the rest of the kit will simply stack as much Atk and Spd as possible as well as skills that improve his ability to Galeforce.
 - Guy will want Flashing Blade somewhere in his kit, whether thatâs in his A slot or as Sacred Seal. Itâs important to have it so that he can reliably charge Galeforce and get it off whenever needed. That being said, Guy can also opt for a passive that increases his overall Atk and Spd if Flashing Blade is present in the Sacred Seal and vice versa.
 - With Ninja Katana+ or Brave Sword+, Guy can opt for Frenzy or Desperation depending on whatâs readily available to the player. Frenzy provides Damage Reduction but has a stricter threshold condition for the Desperation effect. However, it can be easily manipulated with the likes of Winter Bernadetta and her innate Hrist. That being said, itâs not the only option. Spd/Def Tempo is a solid alternative for securing Galeforce since it nullifies any sort of Guard effect, meaning that so long as he can make Flashing Blade checks, he wonât struggle to Galeforce.
 - Without Slaying or external support, Guy will rely on Timeâs Pulse for a four-cooldown Galeforce. It can always be swapped out for other skills such as Savage Blow if the external support is provided, but itâs important that he is able to trigger Galeforce on his second hit.
 - If Flashing Blade isnât already active in the A slot, Guy will want it as his Sacred Seal. Otherwise, stacking Atk and Spd as much as possible will be a good next step for increasing his overall offensive prowess.
Swords Doing Sword Things V2 (Spurn Tank)
Slaying Edge+ (+Spd) Alternate: Spirited Sword+ |
A | Distant Dart Alternate: Distant Stance |
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Positional Assist | B | Null Follow-Up 3 Alternate: Spurn 3 |
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Vital Astra Alternate: Noontime |
C | Time's Pulse 3 Alternate: Joint Drive Atk |
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IVs | +ATK or +SPD / -RES | S | Mystic Boost 3 Alternate: Atk/Spd Solo 3 |
Weapon: Slaying Edge+ (+Spd) / Spirited Sword+ (+Spd)
Assist: Positional Assist
Special: Vital Astra / Noontime
A Passive: Distant Dart / Distant Stance / Distant Counter
B Passive: Null Follow-Up / Spurn
C Passive: Timeâs Pulse / Joint Drive AtkÂ
Sacred Seal: Mystic Boost / Atk/Spd Solo
- For this set, weâll be attempting to revive the once classic Omni-tank set. Vital Astra providing Spd-based Damage Reduction is what allows speedy tanks to make a bit of a resurgence, but still falls to the likes of Deadeye, Lethality, and units with anti-Damage Reduction properties. Even so, the ability to pair Damage Reduction and Null Follow-Up or Spurn for even more Damage Reduction does raise the floor for a lot of speedy Infantries which is why I want to recommend the set.
 - Vital Astra as his Special will be one of his better options since it provides damage based on his Spd, for which he has plenty of. Of course, thereâs also the benefit of gaining Damage Reduction from it if the Special is active at the start of combat, but thatâll only remain consistent with a Slaying Edge+ set. Guy can also opt for Noontime for sustainability purposes, but if he ends up running Vital Astra and Spurn, heâll be mitigating most of the damage he takes anyway.
 - Since the idea is to have Guy act as a general tank, heâll naturally want to have the ability to counter ranged threats as well. So, taking a variant of Distant Counter will be a good idea. Preferably, take Distant Dart over Distant Pressure since the former doesnât have chip damage. Beyond that, Distant Stance is good for taking Res-targeting hits and regular Distant Counter is fine if the other variants arenât accessible.
 - As a Spurn tank, Guy will want to either run Null Follow-Up for defensive and offensive properties or Spurn for even more Damage Reduction. Null Follow-Up will pair better with Slaying Edge+ and Vital Astra since heâll still receive Damage Reduction from his Special. However, itâll be more than necessary to take Spurn if running Spirited Sword+ since Vital Astra wonât be active unless provided external support.
 - Timeâs Pulse will be necessary for instant Vital Astra, allowing him to get the Damage Reduction properties immediately. However, this is only applicable with Slaying Edge+, so if running Spirited Sword, he can instead opt for Joint Drive Atk for more damage output.
 - Mystic Boost is a solid option for sustainability purposes and can help in general since Guyâs natural bulk isnât anything to write home about. Of course, you could also bring external support to provide healing, in which case you can run anything that boosts his Atk and Spd instead such as Atk/Spd Solo.
Donât Lie. You Also Pronounced Guy as âGuyâ. (Budget)
Vulture Blade+ | A | Atk/Spd Ideal 3 Alternate: Atk/Def Ideal 3 |
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Positional Assist | B | Wrath 3 Alternate: Atk/Def Link 3 |
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Noontime Alternate: Dragon Fang |
C | Def Smoke 3 Alternate: Atk Smoke 3 |
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IVs | +ATK or +SPD / -RES | S | Atk Smoke 3 Alternate: Steady Breath |
Weapon: Vulture Blade+ (+Spd)
Assist: Positional Assist
Special: Noontime / Dragon Fang
A Passive: Atk/Spd Ideal / Atk/Def Ideal
B Passive: Wrath / Atk/Def Link
C Passive: Def Smoke / Atk Smoke
Sacred Seal: Atk Smoke / Steady Breath
- Guy debuts into FEH with a solid offensive statline of 37 Atk and 43 Spd and also brings Vulture Sword+, a Sword variant of the ever-beloved Plegian effect. Offensively, Guy wonât have too many issues since his offenses are very solid on their own, but defensively might be a different case since they arenât as notable, which may make it harder to run Vulture Blade+. Even so, we can try to remedy a budget set with the weapon in mind.
 - Depending on what you want to accomplish with Guy, he can either run Noontime or Dragon Fang. Noontime helps with his longevity and can allow him to play more of a defensive role while Dragon Fang gives him an edge with his damage output. Regardless of which is chosen, heâll need to survive counterattacks whenever possible and Vulture Blade+ by itself may not be enough on its own.
 - Atk/Spd Ideal or Atk/Def Ideal are solid options for his A slot since both provide +5 to either his Atk and Spd or his Atk and Def, allowing for more offensive and defensive prowess. The former can help with securing doubles while the latter will help with taking hits, which is especially important since his Def stat isnât exactly the highest.
 - Wrath paired with Noontime can allow Guy to keep his sustainability high, provided that the foe doesnât take too much damage from the initial hit. This can be remedied with the Steady Breath Sacred Seal or external support such as Brave Lucina. Beyond that, Atk/Def Link can help with his defensive prowess and pairs well with Ideals as those skills rely on visible buffs or having full HP.
 - Budget-wise, the best option for Guy will be Def Smoke as it synergizes quite well with Vulture Bladeâs penalty doubler. Atk Smoke can also work for general tanking purposes, but he wonât be able to run both Atk Smoke and Def Smoke if the C slot is occupied by the former.
 - Pairing Def Smoke with Atk Smoke allows Vulture Blade+ to get off its effects to a significant degree, providing quite a bit of a statswing offensively and defensively. Naturally, thatâll be the best budget option at hand, but Guy can also run Steady Breath if he wants to trigger four-cooldown Specials consistently such as Dragon Fang. It can also help with instant Noontimes for more healing potency.
Strengths
Solid Offenses
   A generic Sword Infantry with a base Atk stat of 37 and base Spd stat of 43. What more could you ask for?
Infantry Perks
   Guy being an Infantry unit means he can access an assortment of Passives that allow him to compete to a significant degree even without a PRF to call his own.
Weaknesses
Competition
   For what itâs worth, the competition for speedy Sword Infantries in the easily accessible Sword category is not as stiff as it may seem. If we were to take the five-star variants into account, it would be a whole different story, but as far as three and four-stars go, Guy mainly has to compete with the likes of Soleil and Marisa for the player phase, the former having a Firesweep PRF that grants accelerated cooldown per userâs hit and the latter having a Slaying Timeâs Pulse PRF with true damage. As far as the enemy phase is concerned, itâll mainly be against YenâFay and Masked Marth, the former having a Distant Counter Dodge PRF and the latter being a big statball with an Impact effect.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Sword Learns by default at 1 â
Unlocks at 1 â
Only Inheritable by Sword Units.
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50 | 1 | 6 |
Steel Sword Learns by default at 2 â
Unlocks at 2 â
Only Inheritable by Sword Units.
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100 | 1 | 8 |
Vulture Blade If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently. Learns by default at 4 â
Unlocks at 3 â
Only Inheritable by Sword Units.
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200 | 1 | 10 |
Vulture Blade+ If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently. Learns by default at 5 â
Unlocks at 5 â
Only Inheritable by Sword Units.
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300 | 1 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Life and Death 1 Grants Atk/Spd+3. Inflicts Def/Res-3.
Non-inheritable by Staff-wielding units.
Unlocks at 1 â
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50 | A |
Life and Death 2 Grants Atk/Spd+4. Inflicts Def/Res-4.
Non-inheritable by Staff-wielding units.
Unlocks at 2 â
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100 | A |
Life and Death 3 Grants Atk/Spd+5. Inflicts Def/Res-5.
Non-inheritable by Staff-wielding units.
Unlocks at 4 â
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200 | A |
Threaten Spd 1 At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 3 â
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50 | C |
Threat. Spd/Def 1 At start of turn, inflicts Spd/Def-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 4 â
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100 | C |
Threat. Spd/Def 2 At start of turn, inflicts Spd/Def-4 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 5 â
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200 | C |
Other Info
Origin |
Fire Emblem: The Blazing Blade
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Banners Featured In
None