GamePress
Analysis by ZeShado
Guy - Kutolah Blade

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
182
HP 44
ATK 37
SPD 43
DEF 33
RES 25

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 19 8 9 8 5
Middle 20 9 10 9 6
High 21 10 11 10 7

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Skill Sets

Swords Doing Sword Things (Galeforce)

Build by ZeShado
Recommended
Ninja Katana+
Alternate: Brave Sword+
A Flashing Blade 4
Alternate: Atk/Spd Boosting A Slot
Positional Assist
Alternate: Reciprocal Aid
B Frenzy 3
Alternate: Spd/Def Tempo 3
Galeforce C Time's Pulse 3
Alternate: Savage Blow 3
IVs

+ATK or +SPD / -RES

SBlade Session 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

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: Time’s Pulse / Savage Blow

Sacred Seal: Blade Session / Flashing Blade

  • For this set, we’ll 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, there’s also Brave Sword+ which won’t 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 that’s in his A slot or as Sacred Seal. It’s 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 what’s 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, it’s 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 won’t struggle to Galeforce.
     
  • Without Slaying or external support, Guy will rely on Time’s 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 it’s important that he is able to trigger Galeforce on his second hit.
     
  • If Flashing Blade isn’t 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)

Build by ZeShado
Recommended
Slaying Edge+ (+Spd)
Alternate: Spirited Sword+
A Distant Dart
Alternate: Distant Stance
Positional Assist B Null Follow-Up 3
Alternate: Spurn 3
Vital Astra
Alternate: Noontime
C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

+ATK or +SPD / -RES

SMystic Boost 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

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: Time’s Pulse / Joint Drive Atk 

Sacred Seal: Mystic Boost / Atk/Spd Solo

  • For this set, we’ll 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, there’s also the benefit of gaining Damage Reduction from it if the Special is active at the start of combat, but that’ll 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, he’ll be mitigating most of the damage he takes anyway.
     
  • Since the idea is to have Guy act as a general tank, he’ll 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 doesn’t have chip damage. Beyond that, Distant Stance is good for taking Res-targeting hits and regular Distant Counter is fine if the other variants aren’t 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 he’ll still receive Damage Reduction from his Special. However, it’ll be more than necessary to take Spurn if running Spirited Sword+ since Vital Astra won’t be active unless provided external support.
     
  • Time’s 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 Guy’s natural bulk isn’t 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.

Don’t Lie. You Also Pronounced Guy as “Guy”. (Budget)

Build by ZeShado
Vulture Blade+ A Atk/Spd Ideal 3
Alternate: Atk/Def Ideal 3
Positional Assist B Wrath 3
Alternate: Atk/Def Link 3
Noontime
Alternate: Dragon Fang
C Def Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK or +SPD / -RES

SAtk Smoke 3
Alternate: Steady Breath

Show Explanation/Analysis

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 won’t have too many issues since his offenses are very solid on their own, but defensively might be a different case since they aren’t 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, he’ll 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 isn’t exactly the highest.
     
  • Wrath paired with Noontime can allow Guy to keep his sustainability high, provided that the foe doesn’t 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 Blade’s penalty doubler. Atk Smoke can also work for general tanking purposes, but he won’t 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, that’ll 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 it’s 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 user’s hit and the latter having a Slaying Time’s Pulse PRF with true damage. As far as the enemy phase is concerned, it’ll mainly be against Yen’Fay 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.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
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 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
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 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

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

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Life and Death 1

Grants Atk/Spd+3. Inflicts Def/Res-3.

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
50
A
Life and Death 2

Grants Atk/Spd+4. Inflicts Def/Res-4.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
100
A
Life and Death 3

Grants Atk/Spd+5. Inflicts Def/Res-5.

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

Other Info

Origin
Fire Emblem: The Blazing Blade

Banners Featured In

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