Halloween Dozla

Analysis by MackerelPye
Halloween Dozla - Harvest Attendant


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 45
ATK 38
SPD 29
DEF 35
RES 27

Stat Variations

Level 1 Stat Variation
Low 20 7 6 8 7
Middle 21 8 7 9 8
High 22 9 8 10 9

Level 40 Stat Variations
Low 42 35 25 32 24
Middle 45 38 29 35 27
High 48 42 32 38 31

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.

Dozla is blessed with at least respectable stats in every category. The good news here is that this makes the Harvest Attendant extremely flexible in terms of Assets—even Speed has its defensive and offensive applications at any level of investment. Consequently, the preferred IV diagram may be misleading visually. On the gummier side of things, however, there is no clear Flaw to take if leaving Dozla at zero merges and you don’t especially have a build in mind. At the very least, Dozla’s Attack and Def should ideally be kept pristine.


  • +ATK: Due to a superasset increasing Dozla’s already-solid base 38 Attack to an outright toxic 42, Attack is a clear winner as an Asset above all others. Otherwise, it should be ideally left neutral.


  • RES: As a ranged unit himself, Dozla must, of course, account for the occasional scrap against ranged tome units. At base, his base 27 Resistance is decent as-is and is perfectly improvable with an Asset, which benefits from 4 additional Resistance points rather than 3. Player phase-only builds need not worry too much about Resistance as a Flaw, but this should be avoided on other tanky setups.
  • HP: Dozla’s base 45 HP is good but volatile as our candyman often must take multiple rounds of punishment. It is better to leave HP neutral than as a Flaw, though that in itself is no big deal on builds not particularly focused on survivability.
  • DEF: On Dozla, Defense is mostly a stat that’s neither here nor there and should be kept neutral to preserve physical matchups. Close Counter and defensive builds, however, generally enjoy the extra physical fortification though an Asset.


  • -SPD: At base 29, Dozla’s Speed is odd but actually pretty decent as far as defensive Speed purposes are concerned. At zero merges, however, it is generally not suggested to put too much stock in this stat as it’s a tad stumpy at low investment. Additionally, since Dozla has access to the Fighter skill line—Bold Fighter particularly of which allows him to make player phase follow-up attacks anyway—Speed would be the easiest recommendation for a Flaw.

Skill Sets

Ah Will Candeh Ye! (Bold Fighter)

Build by
Barb Shuriken+ (+Def)
Alternate: Pumpkin-a-Box+ (+Spd)
A Death Blow (3 or 4)
Alternate: Reposition
B Bold Fighter 3
Alternate: Ignis
C Armor March 3
IVsSSturdy Blow 2
Alternate: Attack +3

Show Explanation/Analysis

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

  • An all-out offensive build like this calls for dedicated Attack investment and little else. Attack thus is an obvious choice, especially considering it is a superasset.
  • At zero merges, Dozla’s HP, Resistance, and Speed overall matter little in the scheme of things. Since Bold Fighter already provides for much of Dozla’s follow-up needs in player phase, Speed is the preferred Flaw over defensive ones.

Weapon: Barb Shuriken+ (+Def) / Pumpkin-a-Box+ (+Spd) / The Cleaner+ / Sky Maiougi+ / Cloud Maiougi+ / Starfish+ /

  • There is a colorful variety of daggers to consider when using Bold Fighter. Barb Shuriken in particular stands out for both its accessibility (being inheritable from low-rarity pull Kaze) and cooldown cut effect. Said effect permanently reduces the cooldown of Dozla’s chosen Special by -1. Thus, 3 cooldown Specials can activate regardless of the enemy counterattack, whereas stronger 4 cooldown ones become practical options.
  • Pumpkin-a-Box is a good default option as it directly improves on Dozla’s Attack further as well as his other stats if those are applicable to you. The recoil after each battle, however, weighs down on his survivability overall, but can also lend itself to Brazen skills if used.
  • The Cleaner is feared mainly for its sheer utility in Aether Raids and Arena Defense: it nearly turns the table on enemy Offense units that rely entirely on their visible bonuses to endure defensive onslaughts.
  • Sky Maiougi, Cloud Maiougi, and other type-effective weapons make Dozla a deadly check to the weapon’s respective target. The aforementioned two weapons are especially appreciated as they absolutely maul most bulky armored and dragon foes respectfully.
  • Starfish allows Dozla to get an immediately consecutive second hit in if he is at the correct level of health, which can potentially allow him to slay foes that would otherwise land a mortal hit on counterattack.
  • Most refinable daggers should be Defense-refined to improve Dozla’s physical durability, as well as the burst damage of Ignis or Bonfire. With specialized investment or Pumpkin-a-Box, or considering both, Speed refinement is also worth considering for increasing Dozla’s defensive Speed and thus improve his follow-up avoidance in enemy phase.

Assist: Pivot / Reposition / Rally Atk/Def+ / Swap / Flexible

  • Pivot and Swap are the usual recommendations for armored units as they somewhat enrich their otherwise poor movement options. Because Dozla has default access to Armor March, however, he can help out his fellow armors by using Reposition and other Assist skills of your choice thanks to directly enhanced movement.

Special: Bonfire / Ignis / Moonbow

  • Thanks to Bold Fighter’s cooldown acceleration, Specials with cooldown values of 3 or 4 are especially potent. Thanks to the lowered cooldown offered by Barb Shuriken, Ignis should definitely be considered due to its higher scaling off of Dozla’s high Defense, while Bonfire more easily activates in a single round regardless of the enemy counterattacking. Without Barb Shuriken, Moonbow is an option for similar reasons.

Passive A: Death Blow 4 / Death Blow 3

  • Dozla doesn’t need to look any further than the simple but great Death Blow, which offers a large and direct Attack boost upon initiation.

Passive B: Bold Fighter

  • The namesake skill of this build gives Dozla significantly better player phase performance thanks to it guaranteeing follow-ups attacks under clean conditions (i.e. not being faced against foes with Null Follow-Up or Daggerbreaker). The skill also offers cooldown acceleration on each of Dozla’s hits as a bonus, allowing him to unleash deadly Specials in single rounds.

Passive C: Armor March / Flexible

  • Dozla comes with Armor March unlearned by default, and this alone makes him a valuable asset on teams utilizing multiple armored units, as they have rather awful movement otherwise.
  • The C slot is otherwise open to other skills of your choice depending on allies deployed.

Sacred Seal: Sturdy Blow / Atk +3 / Brazen Atk/Def / Flexible

  • To further enhance Dozla’s damage output, Attack-boosting Sacred Seals are taken. This includes Sturdy Blow (whose concurrent Defense boost also directly improves Bonfire and Ignis), as well as Attack +3 and its other variants like HP/Atk 2.
  • A Brazen Atk seal of choice is a high-risk, high-reward option: after taking some damage and getting below 80% (which is possible by using Pumpkin-a-Box), Dozla gains the highest possible Attack boost (of +7) from a Sacred Seal. Brazen Atk/Def is preferred particularly for its high parallel contribution to Defense, giving Dozla better physical survivability as well as higher burst damage in Ignis and Bonfire.

Jack-o-Lantern Specia-cular! (Special Fighter)

Build by
Barb Shuriken+ (+Res)
Alternate: Lethal Carrot+ (+Res)
A Close Counter
Alternate: Distant Def 4
Swap B Special Fighter 3
Alternate: Noontime
C Atk Smoke 3
Alternate: Pulse Smoke 3
IVsSQuick Riposte 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Preferred IV: +RES or +ATK / -SPD

  • This build is focused particularly on tankability, making Resistance the prime option for improving Dozla's magical tolerance (especially in Aether Raids). Attack is still a good option as usual for damage output purposes and higher one-shot potential, as well as gaining more back from healing Specials.
  • At high investment, Speed is considerable as an Asset for natural follow-up performance and avoidance. It can be supported with Speed-based weapons (refined) and Bonds.

Weapon: Barb Shuriken+ (+Res) / Lethal Carrot+ (+Res) / Smoke Dagger+ / Goodie Boot+

  • Barb Shuriken's cooldown-cutting effect is pretty potent when used with Special Fighter, giving Dozla room to more leeway in using better scaling Specials such as Sol, Bonfire, and Aether.  
  • Lethal Carrot's flat +10 damage to each Special activation allows Dozla to run Noontime effectively in particular; Noontime will activate on every clean counterattack, resulting in both solid damage and healing per attack.
  • Smoke Dagger inflicts a harsh array of debuffs of -6 upon the target (if they live) and nearby enemies after every successful battle, making Dozla more prepared and reliant for subsequent fights.
  • Goodie Boot not only makes Dozla more (unsuitably) festive, but its use stems mainly from fortifying his Defense and Resistance when near teammates. This encourages benefitting a variety of other nearby or adjacent benefits (including Kitsune Fang and Drive skills).
  • All weapons should be refined to the defensive stat of your choosing, depending on your preferred balance of defenses.

Assist: Swap / Flexible

Special: Sol / Noontime / Aether / Moonbow / Bonfire / Ignis

  • Sol and Noontime deal exclusively with scaled healing, which is essential for Special Fighter to keep running for long periods of time. Sol should be used on Barb Shuriken setups, whereas Noontime should be chosen by default for other weapons.
  • When used with Barb Shuriken and if Dozla is able to perform a second attack in one round (e.g. Quick Riposte seal or natural Speed advantage), Aether is a viable option that provides both considerable damage and sustain in one sitting.
  • A damaging Special such as Moonbow, Bonfire, or Ignis may be taken if self-sustain is not an issue for any reason.

Passive A: Close Counter / Distant Def 4

  • Close Counter expands the number of targets Dozla can counterattack significantly; without it, he is unable to effectively deal with melee foes in enemy phase.
  • Distant Def 4 specializes Dozla against ranged-only enemies and setups. It provides a hefty amount of Defense and Resistance in enemy phase while neutralizing bonuses such as Hone, making matchups against magic, bow, and dagger units significantly safer.

Passive B: Special Fighter

  • Special Fighter's key use stems from its Special charge acceleration, which allows Dozla to fire off Noontime and other burst skills significantly often. Additionally, its enemy Special charge reduction helps Dozla avoid activated Specials from enemies in long-winded matches.

Passive C: Atk Smoke / Pulse Smoke / Panic Smoke

  • A Smoke skill of choice synergizes well with the Defense penalties already provided by dagger weapons, making Dozla much stronger in terms of tackling mobs (especially in Aether Raids). Atk Smoke is the most accessible option, lowering the damage output of incoming enemy attacks. Pulse Smoke and Panic Smoke are specialty options which can allow him to more easily tackle Infantry Pulse setups or additionally inflict Panic on bonus-reliant setups, respectively.

Sacred Seal: Quick Riposte / Fierce Stance / Distant Def / Close Def / Atk/Res Bond / Spd/Res Bond

  • Quick Riposte allows Dozla to make an additional attack in enemy phase when above 70% HP, which aids in closing matchups without delay as well as activating longer-winded Specials such as Ignis and Aether.
  • Fierce Stance provides a more aggressive approach to this build by directly providing a solid Attack boost in enemy phase, allowing for better one-hit damage output.
  • Distant Def and Close Def mitigates damage from their respective ranges, making them good independent tanking options.
  • In non-Aether Raids environments, a Bond skill of choice provides a nice +5 boost in two of Dozla's stats when adjacent to an ally, helping him overcome matchups from a stats-wise standpoint. In particular, Atk/Res Bond and Spd/Res Bond are recommended to help Dozla bear magical hits better; the former also helps his damage output whereas the latter increases his offensive and defensive Speed.   

Generic Brand Sweets (Fury / Budget Investment)

Build by
Pumpkin-a-Box+ (+Spd)
Alternate: Pumpkin-a-Box+ (+Def)
A Fury 3
Alternate: Close Counter
Alternate: Rally Atk/Def+
B Vantage 3
Alternate: Desperation 3
Alternate: Bonfire
C Armor March 3
Alternate: Savage Blow 3
IVsSBrazen Atk/Spd 3
Alternate: Brazen Atk/Def 3

Show Explanation/Analysis

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

  • As this is a build catered towards those who aren't quite willing to lend Dozla significant resources yet or ever, the Assets and Flaws here are flexible. For a Vantage-based build, however, Attack is preferred as an Asset and should ideally be left neutral otherwise.
  • A Speed Asset can be considered for superinvestment as the stat becomes rather practical after double Fury and Brazen Atk/Spd.  

Weapon: Pumpkin-A-Box+ (+Spd) / Pumpkin-A-Box+ (+Def)

  • Dozla's default weapon provides flat stat padding of three on each of his non-HP stats, enhancing his quite already-high statline at a cost of 6 HP after combat.
  • When combined with itself in A slot form, Dozla achieves an extraordinarily grand amount of raw uninitiated offensive and bulk, while the combined chip damage makes it safe and easy to activate his B slot skill.
  • The cherry on top is Pumpkin-a-Box's Dagger 7 debuffs after combat, which makes Vantage setups very potent in mob scenarios. 
  • Speed refining is recommended to increase Dozla's real chances at making follow-up attacks, as well as avoid them from opposing units. Otherwise, Defense can be taken to further bolster his physical bulk.

Assist: Reposition / Rally Atk/Def+ / Swap / Pivot / Flexible

  • Dozla's default Rally Atk/Def+ is fine as-is as it provides hefty bonuses to a chosen ally's namesake stats. It is easily swappable with Reposition if positioning is a concern (it is chosen over Swap and Pivot since Dozla can support his armored teammates with Armor March by default), as well as any other Assist of your choosing.

Special: Moonbow / Bonfire

  • Moonbow is best for its short but sweet burst in two cooldown turns, giving Dozla increased damage in tight spots often.
  • Bonfire has much more potential burst damage due to scaling off of Dozla's extremely Fury-fortified Defense by 50%, but it comes at a sometimes-inconvenient cooldown of three.

Passive A: Fury 3 / Close Counter

  • Fury 3 is a cheap, easy-to-acquire skill that doubles in effectiveness when combined with Pumpkin-a-Box. The direct stat padding from both significantly increases both Dozla's offensive and defensive presence, making him akin to a superunit. The aforementioned benefits come at the cost of 12 HP lost after every round of combat. However, said recoil comes to Dozla's advantage: if Dozla manages to stay below 50 total HP (or if he simply sustains additional counterattack damage), he can activate his chosen B slot skill and a Brazen skill of choice after only one round of battle.
  • Though this is a budget build and Close Counter doesn't often come to mind as such, it is technically so as it is acquirable by a free Takumi every player receives at the beginning of the game. Using this along with Vantage allows Dozla to counterattack melee threats, which is potent especially after dagger debuffs. This combination also lends itself well to higher-end content such as Aether Raids and general high difficulty maps whenever you wish to invest further.

Passive B: Vantage 3 / Desperation 3

  • With the cheap but effective Vantage, Dozla can attack before an opponent does when at 75% health or below, which is easily achievable after a round of double Fury recoil or previously sustained damage. Also notable is Dozla's ability to inflict a Defense harsh debuff of -7 on the enemy thanks to the penalty effect of his dagger, making his Vantage-activated hits more likely to achieve true kills.
  • For a conventional take on player phase sweeping, Desperation is a good choice that allows Dozla to engage in multiple rounds of combat likely without fearing a mortal counterattack. This should only be used, however, with dedicated Speed investment via Speed-refined Pumpkin-a-Box, Fury 3 in the A slot, and the Brazen Atk/Spd seal as this setup is reliant on naturally-occuring follow-up attacks.

Passive C: Armor March / Savage Blow / Flexible

  • Dozla's C slot skill is flexible for the most part, though his default Armor March is extremely helpful in allowing fellow armored allies and himself achieve appreciably better movement. 
  • Savage Blow gets honorable mention for inflicting a small amount of damage to surrounding enemies, slightly improving Dozla's chances to one-shot incoming enemies.

Sacred Seal: Brazen Atk/Spd / Brazen Atk/Def / Fierce Stance

  • Brazen Atk/Spd is a deceptively potent Sacred Seal; after a single round double Fury recoil, Dozla can activate this skill and achieve large offensive power. To put this in perspective, a completely unmerged, neutral Dozla with a Speed refined Pumpkin-a-Box, Fury 3, and this skill activated will achieve 64 Attack and 44 Speed without accounting for visible bonuses. Desperation sweeping thus becomes a real option, and Dozla can achieve a nice number of follow-up attacks regardless of other options chosen.
  • Brazen Atk/Def is an alternative option that lends itself well instead to Dozla's physical bulk; it is better with Close Counter and Vantage as this setup is less concerned with achieving follow-up attacks in player phase, and the Def boost allows Dozla to take quite a few stray physical hits in a pinch.
  • Fierce Stance is a reliable option if it is not personally preferable to rely on the low HP conditions of Brazen skills.



-Halloween Dozla, Fire Emblem Heroes, 2019.

Rennac is probably busy looting some poor grandmother's house this Harvest Festival, so Dozla's here instead to accompany his lady L'Arachel in a quest to spread joy, candy, and general doohoolery to the masses. Our resident Harvest Attendant resides in a rare category as an armored dagger user: his only competition is the freely available (and also technically seasonal!) Winter Cecilia as far as colorless heroes are concerned. While this quite bites a bit as Dozla himself is obtained only seasonally and much of what he can do can be done by Cecilia, he sports quite a few tricks himself inside that jack-in-a-box. 

Dozla is overall an effective, multitalented individual thanks to his movement and weapon type. With access to assets and a base stat total of 174-175, Dozla boasts quite better room to distribute numbers than prior competition. In particular, he boasts an extremely excellent base Attack paired with also-awesome Defense and, oddly enough for his archetype, decent base Speed. His only real sort spot is his Resistance, which is also pretty sufficient at base and can definitely be invested further with effective results.

Additionally, being both an armored and dagger-wielding unit gives Dozla quite a number of resourceful and powerful tools. His access to the Fighter skill line as well as a vast and colorful number of daggers simply demonstrates how strong but flexible L'Arachel's servant is. As a result, he sidesteps a number of issues typically found on his similars, which are frailty, lack of versatility outside of offensive builds, and extreme vulnerability to follow-ups from average-Speed enemies.

Though Dozla's seasonal status, competition, and vulnerability to some hard counters (such as Null Follow-Up users and hard Resistance-hitting pressure), his access to great tools and overall effectiveness as a fighter can spook even the fattest of competitive giants in the game. Indeed, don't let his wacky looks fool you; in his quest to bestow treats among the people, he, too, will definitely treat you well given reasonable investment (and a few juvenile japes about a certain thief while you're at it).


High Base Stat Total

In addition to offering quite decent base scoring potential in Coliseum modes, Dozla's stat total of 174 certainly gives a lot of room for optimal distribution, and Dozla clearly does this well with minimal complaints.

Incredible Attack

A standout in Dozla's statline, a base Attack of 38 is exceptional among ranged physical units and facilitates in solid damage output against many existing units in the game. It even benefits from a superasset, a potential increase to 42 being ever-deadly across all builds.

Reasonable Supplementary Stat Distribution

Dozla isn't asking for much more in the physical tanking department thanks to his base 45 HP and 35 Defense, giving him a total of 80 physical bulk (excluding refinement and other skills). His remaining stats don't totally suffer for this either; 29 base Speed is odd but sits at an excellent defensive value (making him less susceptible to follow-up attacks from average Speed units), while 27 Resistance is still quite decent considering his archetype and previously-mentioned stats. As a result of both of their starting values, these stats are also open to dedicated investment to cover for potential weaknesses or utilize completely different builds.

Dagger Variety and Benefits

As a dagger-wielding unit supported by great offensive and defensive stats, Dozla's repertoire of colorful, useful weapons has nearly no end. This list includes but is definitely not limited to Barb Shuriken, The Cleaner, Starfish, Smoke Dagger, Cloud Maiougi, Lethal Carrot, and his own native Pumpkin-a-Box. Dozla also profits from certain outsourced support skills that aids daggers in particular, such as Brave Lucina's refined Geirskögul.

Armored Perks

Dozla being armored gives him access to the ever-fantastic Fighter skill line. In particular, he utilizes Special Fighter and Bold Fighter exceptionally well considering his strong line of weapons. Thus, he can easily run offensive and defensive builds, and virtually anywhere in-between depending on stat investment. Other armor-exclusive plusses, including benefiting from buffs such as Ward Armors, only sweeten the deal further.


Seasonally Limited

Limited seasonal availability not only makes Dozla difficult to acquire outside of his respective summoning event, but being time-locked for long periods of time he may be susceptible to powercreep despite how powerful he is himself. Winter Cecilia may also be a more compelling choice in players' eyes due to being freely available from Heroic Grails.

Only Adequate Speed and Resistance

Dozla's Speed and Resistance are quite plenty by his archetype's standards, but if left uninvested, their only adequate values leave him vulnerable to strong Resistance-hitting threats as well as follow-up attacks in general.

Armor Flaws

Dozla's movement class and lack of color advantage to fall back on leave him quite open to heavy damage or outright one-shot KOes from the likes of Brave Micaiah's Light of Dawn, Halloween Hector's Conjurer Curios, and other enemies with generic armorslaying weapons. Additionally, being regularly limited to one space, Dozla cannot enjoy the luxury of regular movement without benefitting from Armor March or other methods of enhanced mobility.

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 3 ★
Unlocks at 2 ★
Dagger users only.
100 2 5

Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.

Effect: 【Dagger 7】

【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target
through their next actions.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 8

Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.

Effect: 【Dagger 7】

【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target
through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Dagger users only.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Defense

Grants Def+4 to an adjacent ally until the end of the turn.

Learns by default at 4 ★
1 150
Rally Atk/Def

Grants Atk/Def+3 to an adjacent ally until the end of the turn.

1 300
Rally Atk/Def+

Grants Atk/Def+6 to target ally for 1 turn.

1 400

Passive Skills

Passive Skills SP Slot
AR-D Atk/Def 1

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)

Inheritable by all units.
Unlocks at 1 ★
AR-D Atk/Def 2

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)

Inheritable by all units.
Unlocks at 2 ★
AR-D Atk/Def 3

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)

Inheritable by all units.
Unlocks at 4 ★
Armor March 1

If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

Only inheritable by armor units.
Unlocks at 3 ★
Armor March 2

If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

Only inheritable by armor units.
Unlocks at 4 ★
Armor March 3

If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)

Only inheritable by armor units.
Unlocks at 5 ★

Other Info

Fire Emblem: The Sacred Stones

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