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Halloween Duma

Analysis by ZeShado
Halloween Duma - Strength and Love

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
195
HP 47
ATK 46
SPD 19
DEF 40
RES 43

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 12 3 9 12
Middle 19 13 4 10 13
High 20 14 5 11 14

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 44 42 16 37 40
Middle 47 46 19 40 43
High 50 49 22 44 47

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

Duma Gaming (Base Kit)

Build by ZeShado
Recommended
Ghostly Lanterns A Distant Ferocity
Positional Assist B Dragon Wall 3
Glimmer
Alternate: Sol
C Woeful Upheaval
IVs

+ATK, +DEF, or +RES / -SPD

SDistant Def 3
Alternate: Warding Breath

Show Explanation/Analysis

Weapon: Ghostly Lanterns

Assist: Positional Assist

Special: Glimmer / Sol / Draconic Aura

A Passive: Distant Ferocity

B Passive: Dragon Wall

C Passive: Woeful Upheaval

Sacred Seal: Distant Def / Warding Breath / Def/Res Form / Steady Breath / Deflect Magic

  • Ghostly Lanterns is quite the weapon as there is an assortment of effects that allow Halloween Duma to function as a premiere Far Save unit. Outside of the innate Slaying, which is beneficial for getting Specials off, he inflicts -6 Atk on foes during combat, grants +6 Atk to himself, has follow-up prevention and partial Null Follow-Up that prevents guaranteed follow-up attacks, Adaptive damage, and most importantly, in-combat Pulse Smoke which you may recall from Brave Tiki. That'll be covered a lot more in the “Strengths” section but for simplicity’s sake, it’s a very, very strong weapon that makes Halloween Duma one of the most threatening Far Save units in the game, especially when paired with Woeful Upheaval. As with many units these days, he also has a complete kit for the most part, so there’s very little reason to change it if you simply want to use him right out of the gate. As such, this will mainly be here to highlight its benefits.
     
  • For the most part, the base kit works well as is so there’s little reason to replace Glimmer, but if you were to run a Breath Sacred Seal, he can instead opt for Sol or a harder-hitting Special such as Draconic Aura. The former helps with his sustainability and will be solid in the long run as he can continue to maintain his weapon’s condition of being above 25% HP.
     
  • Distant Ferocity works in tandem with his Woeful Upheaval as it can allow him to gain even more Damage Reduction properties. That, alongside providing more damage output in general without the cost of losing HP after each combat, there’s very little reason to remove it for any other Distant Counter skill.
     
  • Dragon Wall works quite well with the rest of his kit as he can gain an absurd amount of Damage Reduction properties, especially against the likes of area-of-effect Specials. Without the ability to double him, most foes won’t be able to deal a lot of damage as they can’t rely on instant Specials to pierce through it. He could always replace it with a Fighter skill, but it’s not as important for him since the main goal is to survive.
     
  • No matter what other skills you’d want to run instead, Woeful Upheaval should not be replaced in any scenario. Outside of it being a Far Save skill, it also inflicts damage on foes at the start of turn 1 and provides flat Damage Reduction, and when paired with Dragon Wall, he will shrug off most damage he’d otherwise take in the Enemy Phase. There could potentially be an argument to replace it with the likes of Near Save but he would not only lose out on more Damage Reduction, but he’d also arguably have even worse matchups because of threats such as Brave Eirika, Brave Seliph, and so on. Simply put, don’t replace it.
     
  • In terms of base kit, the only Passive worth considering a lot more is the Sacred Seal as there are plenty of options available to him. For Far Save purposes, he can either bolster his overall Def and Res with the likes of Distant Def or Def/Res Form or increase his Special prowess with a Breath Sacred Seal. The former is solid for general tanking purposes, which is the higher priority of the two, as the main goal with Halloween Duma is to survive before kill, even though the former is quite achievable. However, if you would much rather prioritize his damage capabilities, you can instead a Breath Sacred Seal, whether that’s Steady Breath or Warding Breath, to help him trigger higher-cooldown Specials. Warding Breath, in particular, can help with Dragon Wall checks during combat but if we ever do get a Fierce Breath Sacred Seal, that will be much more beneficial for damage output. Deflect Magic is also an option if he has to go up against units with Brave, and while that would only cover Magic threats, Bows and Daggers can pierce through Deflect Missile as is with the likes of Deadeye and Lethality, so it won’t be as optimal.

Thirsting For Duma Intensifies (Far Save Optimization)

Build by ZeShado
Recommended
Ghostly Lanterns A Svalinn Shield
Alternate: Def/Res Unity
Positional Assist B Dragon Wall 3
Alternate: Crafty Fighter 3
Noontime
Alternate: Sacred Cowl
C Woeful Upheaval
IVs

+ATK, +DEF, or +RES / -SPD

SDist. Counter (D)
Alternate: Deflect Magic 3

Show Explanation/Analysis

Weapon: Ghostly Lanterns

Assist: Positional Assist

Special: Noontime / Sacred Cowl / Glimmer

A Passive: Svalinn Shield / Def/Res Unity / Bracing Stance 3 / Mirror Stance 3 / Distant Def 4 / Distant Ferocity

B Passive: Dragon Wall / Crafty Fighter / Dragon’s Wrath 4 / Dragon’s Ire 4

C Passive: Woeful Upheaval

Sacred Seal: Dist. Counter (D) / Deflect Magic / Quickened Pulse

  • Outside of Ghostly Lanterns and Woeful Upheaval, Halloween Duma is also an Armored Dragon, and despite that being quite apparent, it means he has quite a lot of skill availability afforded to him, including the recently release Dist. Counter (D) Sacred Seal. This Sacred Seal, in particular, allows him to run an assortment of A Passives that were otherwise out of the question for him, and, in turn, significantly improve upon matchups that would otherwise prove troubling. That, combined with all of the Fighter skills and Dragon skills he has access to, he has plenty of flexibility with his kit in general. This set is here to highlight said options that he can run to help him function as a Far Save to the best of his abilities.
     
  • In terms of Special options, Halloween Duma has a fair amount of options that are readily available to him. Noontime is one of the better options for sustainability purposes, and while Sacred Cowl doesn’t provide healing, it can remove a good amount of incoming damage that would otherwise be considerable, especially if going up against foes with Deadeye-Esque effects. Just be sure to get an initial charge from an ally if you plan to run it so that he can consistently loop it. You can also keep Glimmer if you simply want the damage properties but if you simply want to use him for tanking purposes, I’d consider replacing it.
     
  • Because Halloween Duma doesn’t have to sacrifice his A Passive for Distant Counter, he can run an assortment of A Passives that would significantly improve upon his Far Save capabilities. Svalinn Shield is one of the notable options that come to mind as it simply nullifies any Armor-Effective weaponry that would otherwise prove troublesome. Meanwhile, Stance skills can be beneficial against foes that can bypass Halloween Duma’s follow-up prevention as inflicting Guard on the foe will prevent them from getting a Special off without any sort of Tempo effect. There’s also Def/Res Unity and Distant Def 4, the former reversing any debuffs he’d receive, making him an even bigger nuisance to take down, and the latter removing any visible bonuses the foe may have which may not be the best option since his Duo Skill removes visible bonuses from the foe. However, that only works in modes where the Duo Skill can be used consistently, and in Aether Raids, he won’t get it off too frequently. Otherwise, he can simply keep his innate Distant Ferocity if you would much rather run a different Sacred Seal.
     
  • In terms of B Passive options, Halloween Duma has quite a lot to work with. He can simply keep his innate Dragon Wall for Damage Reduction purposes, and it so happens that it works against area-of-effect Specials so if he needs to eat a hit before the start of any combat, he can. Crafty Fighter is also an option if the goal is to inflict Guard on the foe. The guaranteed follow-up could potentially go to waste if you revoke any form of Distant Counter skill but it could be beneficial for the Guard alone as he can then use his A Passive for other effects such as Armor-Effectiveness negation or Unity. However, if you would much rather have the ability to counterattack, Dragon’s Wrath 4 and Dragon’s Ire 4 are solid options, the former providing a significant amount more damage for one-shot potential while also providing a bit of Damage Reduction, and the latter providing a guaranteed follow-up with the added benefit of being Impact-proof so that he could still double unless there’s Null Follow-Up present.
     
  • There’s no reason to replace Woeful Upheaval as it’s already a Far Save skill and simply replacing it for one that provides stats will hurt his longevity as he loses out on more Damage Reduction.
     
  • The Dist. Counter (D) Sacred Seal is going to provide a lot of his utility. Without it, Halloween Duma won’t be able to counter back which can be problematic if he is a bit more dependent on his Special. With Sacred Cowl, in particular, if he loses the ability to double and the foe can’t attack twice, then he won’t be able to have Sacred Cowl active for the following combat. That being said, Deflect Magic is also an option if the goal is to tech Brave hits. Bows and Daggers will be able to bypass Deflects regardless, and at this time, there aren’t any Specials for Magic units that bypass Damage Reduction, meaning that Deflect Magic is the only notable option. However, this would go in tandem with Sacred Cowl so that he can still reduce incoming damage. Regardless, Dist. Counter (D) will be a lot more consistent but it’s an option nonetheless. If you would much rather keep Distant Ferocity, you can instead opt for Quickened Pulse to have Sacred Cowl ready to go.

Strengths

Ghostly Lanterns

Halloween Duma is arguably one of the strongest Far Save units that we currently have in the game in part due to his PRF, Ghostly Lanterns, doing a lot of the heavy lifting, and with many modern preferred weapons, it’s accompanied by a lot of text. As such, here’s a brief summary of its effects:

  • Slaying (Cooldown Count -1)
  • +6 Atk to Unit & -6 Atk on Foe (Spendthrift)
  • Half-NFU (Defensive)
  • Follow-Up Prevention
  • In-Combat Pulse Smoke if Unit Has 5 More Res Over the Foe (Brave Tiki Effect)
  • Adaptive Damage Against Ranged Foes

Normally, a lot of these effects would be expected to appear on modern-day Armors, but the additional effects they tacked onto it only heightens its effectiveness, mainly the Defensive Null Follow-Up effect and in-combat Pulse Smoke that occurs if he has five or more Res over the foe during combat. The former, combined with his innate follow-up prevention, means that the only feasible way to double Halloween Duma is either with Brave or having Offensive/Full Null Follow-Up and enough Spd, although Spd checks won’t be an issue against him. As such, any unit that depends on a guaranteed follow-up to double will lose the ability to output as much damage. This is especially important when considering the latter effect that shuts down any Special the foe may have already had active prior to entering combat. This means that unless the foe can double, and if Halloween Duma isn’t running any Guard effects in his kit or the initiator has a Tempo effect, they won’t be able to dent him. They could use area-of-effect Specials instead, but would have to then fight against Dragon Wall as that will decrease its effectiveness, not to mention he can simply position himself to avoid it entirely with Woeful Upheaval (more on that later). This substantially increases his overall tanking prowess and will undoubtedly prove to be quite troublesome for many units attempting to take him down in the Player Phase. Beyond that, he also inflicts Atk penalties on the foe and increases his own Atk during combat, has an innate Slaying effect, and gains Adaptive against Ranged foes, which, in turn, will allow him to output a significant amount of damage, and even if he fails to kill the foe, the main goal is to simply survive, and survive he shall.

Woeful Upheaval

As previously aforementioned, Halloween Duma comes with Woeful Upheaval which is essentially a mixture of Upheaval without the structure destruction aspect, flat Damage Reduction, and Far Save. At the start of turn 1, he will inflict seven damage to all foes, which is arguably the tamest aspect of the skill but synergizes well with the secondary effect which provides a flat Damage Reduction percentage based on the differences in Atk stats between himself and the foe plus the amount of damage missing from the foe multiplied by three for a max of 30%. This is a fantastic effect in-tandem with the rest of his kit as he’ll simply soak a lot more damage, and if he were to lose the Res check, then he would still get Damage Reduction from his C Passive (unless he also doesn’t meet those checks but that’s a different issue entirely). Beyond that, he also has Far Save built into Woeful Upheaval so that he can still function as a modern-day Armor while still gaining the additional benefits as he doesn’t have to replace his C Passive for regular Far Save. Woeful Upheaval, combined with Ghostly Lanterns, simply put, is going to make Halloween Duma very obnoxious to deal with.

Extremely Well Allocated Statline

It’s relatively expected that Save Armors are able to tank, and he’ll do that with relatively few issues as he has a Def/Res combination of 40/43 respectively with superboons in each stat. He also has a base Atk stat of 46, which will not only help him in the damage department but will also help with Woeful Upheaval checks. This isn’t taking into account the additional +6 Atk/Def/Res he effectively gains from his weapon as well as any additional skills that can be equipped.

Dragon & Armor Benefits

Being an Armor already has its fair share of benefits, mainly coming from the line of Fighter and Savior skills respectively, but Dragons especially received quite a boost in viability thanks to the Distant Counter Sacred Seal that was released some time ago. This, in turn, frees up their A Passive for more competitive options that can allow them to function much better as an Enemy Phase tank, whether that’s from skills such as Stance, Distant Def, or Unity. Halloween Duma, in particular, can negate any Armor weakness as he can simply run Svalinn Shield with little opportunity cost or if the foe is able to double him, he can run Stance. In any case, there are plenty of options at his disposal.

Solid Tanking Color

For the role Halloween Duma finds himself in, it’s beneficial that he is a Red Dragon, and while being Colorless is arguably the best-tanking color as there are very few threats that gain additional damage from Colorless foes, Red is a solid runner-up as there is a distinct lack of Blue threats. That isn’t to say that there aren’t Blue threats in general but rather most of them are allocated to covering one-ranged threats rather than Far Saves, and the Blue threats that do exist at two-range aren’t nearly as common. As such, he’ll generally find plenty of success as a Far Save unit thanks to a lot of the common matchups being in his favor.

Weaknesses

Double-Decker Weakness

Being both an Armor and Dragon can be quite troubling as any hard-hitting unit with either effectiveness will do quite a lot to Halloween Duma, and that isn’t even mentioning units that have either and are Blue, scaling the amount of damage they do in general by a significant amount. He can always run Svalinn Shield in his A slot to neutralize any Armor-Effective weaponry, and while that happens to be the more common of the two, Dragon Effectiveness can still prove troubling as he has no means of neutralizing that weakness.

Null Follow-Up

Being the slow unit that he is, Halloween Duma is prone to anything with Null Follow-Up as not only will the foe be able to double through his follow-up prevention but if he were to run a Fighter skill, then he would lose the ability to double himself. This isn’t anything new but now that we have a Null Follow-Up Sacred Seal, there’s a solid chance that this will become a lot more commonplace than it already is, and because it can be run as a Sacred Seal, Infantry units, in particular, can instead run skills such as Tempo to bypass a potential Guard effect that would otherwise stop them from triggering a Special. There’s also the lesser, but equally concerning, issue of Miracle effects that can stop Duma from one-shotting in general.

Duo Skill

Neutralizes any【Penalty】, restores 30 HP, and grants "neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat" for 1 turn to unit and allies within 5 rows and 5 columns centered on unit. 

【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 2 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Ghostly LanternsAccelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, neutralizes effects that guarantee foe's follow-up attacks, foe cannot make a follow-up attack, and also, if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Grima
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Distant CounterEnables unit to counterattack regardless of distance to attacker.
Restricted to melee units.
Unlocks at 4 ★
300
A
Distant FerocityUnit can counterattack regardless of foe's range. If foe initiates combat, grants Atk+5 to unit during combat
Restricted to melee units.
Unlocks at 5 ★
300
A
Dragon Wall 1If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%).
Only inheritable by Dragon units.
Unlocks at 1 ★
60
B
Dragon Wall 2If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%).  
Only inheritable by Dragon units.
Unlocks at 2 ★
120
B
Dragon Wall 3If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).  
Only inheritable by Dragon units.
Unlocks at 4 ★
240
B
Woeful UpheavalAt the start of turn 1, deals 7 damage to all foes. Reduces damage from foe's first attack during combat by percentage = difference between unit's Atk and foe's Atk (min. 0) + difference between foe's max HP and foe's current HP at start of combat, × 3 (max. 30). If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Echoes

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