- Default
- Attack
- Special
- Injured




Jaffar - Angel of Death |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 16 | 6 | 8 | 5 | 4 |
Middle | 17 | 7 | 9 | 6 | 5 |
High | 18 | 8 | 10 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 38 | 23 | 30 | 22 | 19 |
Middle | 41 | 26 | 33 | 25 | 22 |
High | 44 | 30 | 36 | 29 | 25 |
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 |
---|---|---|---|---|
Boons
-
+ATK: With his Attack sitting at a lacking base value of 26, Jaffar appreciates taking a boon in order to increase his overall damage output. It even comes as a superboon (+4 boost rather than the standard +3).
-
+SPD: Speed is another suitable choice of boon, as it will also boost Jaffar’s damage as well as his survivability by improving his ability to both perform and avoid follow-up attacks.
Neutral
-
DEF: Although raising it isn’t a priority, Jaffar prefers to keep his Defense intact in order to better survive at least one counterattack from physical opponents.
-
HP: A bane in HP is similar to a bane in Defense but takes away from his overall bulk, making it even more desirable to keep neutral than the aforementioned.
Banes
-
-RES: Resistance is Jaffar’s weakest stat and best option for a bane, as lowering it further will hardly hinder his performance. Furthermore, his unique weapon refinement allows him to attack mages without fear of retaliation.
Skill Sets
Angelic Cleanser (Offense Focus)
![]() |
Deathly Dagger (+Eff) | A | Life and Death 3 |
---|---|---|---|
![]() |
Reposition | B | Chill Def 3 Alternate: Desperation 3 |
![]() |
Moonbow | C | Odd Atk Wave 3 |
IVs | S | Spd Smoke 3 |
-
Preferred IV: +ATK or +SPD / -RES
-
Weapon: Deathly Dagger (+Eff)
-
Assist: Reposition
-
Special: Moonbow / Luna
-
Passive A: Life and Death / Swift Sparrow
-
Passive B: Chill Def / Desperation
-
Passive C: Odd Atk Wave / Spd Smoke / Atk Smoke / Flexible
-
Sacred Seal: Spd Smoke / Atk Smoke / Attack +3 / Speed +3
This set aims to focus primarily on Jaffar’s combat potential with some aspects of team utility. Both Attack and Speed make for a great choice of boon for boosting his offensive prowess. A boon in Speed makes for a particularly effective option against ranged units; namely tome users, as Jaffar will most likely require a follow-up attack for a chance to take them out in a single round of combat.
For his Special, Moonbow is chosen over Glimmer as a much more consistent and reliable option. This is due to Jaffar’s Attack being too low to make effective use out of the damage scaling property of Glimmer. Alternatively, one can also choose to run Luna instead of Moonbow for an even more powerful Special activation at the cost of one additional cooldown.
Jaffar’s native Life and Death makes for a fantastic choice of A skill, as it grants him a significant boost to both Attack and Speed. While it may take away from his overall bulk considerably, Jaffar rarely needs to worry about taking magic damage thanks to Deathly Dagger’s refinement preventing tome users from counterattacking upon his initiation. However, this effect does not work on dragonstone or staff users meaning one should still be careful when targeting them with Jaffar. For a more stable option, Swift Sparrow provides a slightly weaker offensive boost without taking away from his overall bulk.
As for B skills, Chill Def is a great choice for increasing both Jaffar’s damage output as well as the overall support he can provide to his team. While Chill Def can massively increase physical damage against the affected target, it is not always consistent. This is due to it targeting the unit with the highest Defense and not necessarily the unit with highest physical bulk. Although Desperation can make for a suitable budget alternative, Jaffar generally fails to defeat non-mages in a single round of combat due to them having higher physical bulk on average.
Odd Atk Wave makes for a great choice of C skill thanks to the strong offensive boost it provides on odd numbered turns. Another good choice is a Smoke skill such as Atk Smoke or Spd Smoke, both of which synergize extremely well with Deathly Dagger by hitting stats that aren’t already being targeted by the weapon itself. By utilizing both the C slot and Sacred Seal slot, Jaffar can potentially hit multiple enemies with a devastating debuff to all four stats after combat. Aside from that, both Speed +3 and Attack +3 make for good picks in order to give Jaffar a solid offensive stat boost.
Silent Assassin (Sweep/Support)
![]() |
Deathly Dagger (+Eff) | A | Life and Death 3 |
---|---|---|---|
![]() |
Reposition | B | Windsweep 3 |
![]() |
Luna | C | Savage Blow 3 |
IVs | S | Savage Blow 3 |
-
Preferred IV: +SPD or +ATK / -RES or -DEF or -HP
-
Weapon: Deathly Dagger (+Eff)
-
Assist: Reposition
-
Special: Luna / Moonbow
-
Passive A: Life and Death
-
Passive B: Windsweep
-
Passive C: Savage Blow / Spd Smoke / Atk Smoke
-
Sacred Seal: Savage Blow / Atk Smoke / Spd Smoke / Phantom Spd
At the expense of raw offensive power, this build has Jaffar take a page out of a staff user’s book by focusing on providing support through indirect damage and debuffing while avoiding counterattacks. By running Deathly Dagger together with Windsweep, Jaffar can potentially prevent counterattacks from any opponent barring staff and dragonstone users.
For his Special, Luna makes for a strong choice with Deathly Dagger, as it will be ready to activate every other round of combat assuming Jaffar is able to double his opponent. However, preventing counterattacks using Windsweep lets Jaffar attack only a single time. At the cost of a stronger Special, one can choose to run Moonbow for a more consistent activation rate. Once again, Life and Death makes for a perfect choice of A skill with this playstyle. Since Jaffar is avoiding most counterattacks, he can forego his bulk in favor of maximizing his offensive power. In addition to this, the significant Speed boost provided by Life and Death actually keeps Jaffar safer by helping with the activation of Windsweep.
Deathly Dagger refined for its unique effect has the potential to cripple an entire team. Not only will it provide a free 10 post -combat damage to Jaffar’s target, but also to opponents within two spaces of said target. This pairs exceptionally well with Savage Blow (Both C and Sacred Seal slot) by giving him the potential to do a staggering 24 points of after-combat damage to opponents around his target. Not only does this deal massive indirect damage, but it knocks opponents out of high HP skill thresholds such as Quick Riposte and Guard.
Alternatively, one can choose to expand upon the debuffs inflicted by Deathly Dagger rather than the after-combat damage. By utilizing Atk Smoke and/or Spd Smoke in his C and Sacred Seal slots, Jaffar can inflict a staggering -7 debuff to three or even all four of the enemy team’s stats. Last but not least, although Phantom Speed does not improve upon Jaffar’s ability to double his opponent, it does factor into the activation of Windsweep, making it a phenomenal choice of Sacred Seal.
Introduction
While he may sound intimidating, Jaffar can seem underwhelming for someone carrying the title “Angel of Death”.
Statwise, he lacks both offensively and defensively. With his Attack sitting at a meager base value of only 26, Jaffar can find it difficult to deal any significant damage during combat without the activation of his Special. His 33 base Speed is also rather middling for an offense-oriented unit, especially among dagger users. As such, Jaffar may need to rely on team support such as Spur Spd just to secure his follow-up attack against mid-tier Speed opponents. Furthermore, while his physical/magical bulk of 66/63 may look decent, most of it comes from his HP. This means that Jaffar will often only be able to survive a maximum of 2 hits from his opponents.
However, Jaffar does have a silver lining despite his awkward stat distribution. With his unique weapon, Deathly Dagger, Jaffar is able to adopt a playstyle similar to many staff units. Through indirect damage and debuff infliction, Jaffar is able to sap the strength and health of multiple opponents at once after combat. While this damage is non-lethal, it leaves the enemy team low enough in both stats and health for Jaffar’s allies to easily pick them off.
Overall, Jaffar is not much of a powerhouse on his own but can prove to be a valuable asset on any team thanks to the debuffing/chip damage support provided by his unique weapon.
Strengths
Deathly Dagger
Deathly Dagger is a phenomenal offensive support weapon. By inflicting heavy damage and debuffs on multiple opponents after combat, Jaffar can leave the enemy team on the brink of death while his teammates finish them off.
Just Enough Bulk
Although Jaffar is by no means a tank, he has just enough physical and magical bulk to survive at least one counterattack from most opponents.
Weaknesses
Terrible Attack
Sporting only 26 Attack at base, Jaffar has to rely on indirect damage through Deathly Dagger or the activation of his Special in order to do any noteworthy damage.
Middling Speed
Jaffar’s Speed is at a very awkward spot for an offense-oriented unit, as it isn’t high enough to consistently perform follow-up attacks, nor is it low enough to dump in favor of other stats.
![]() |
Deathly Dagger (+Eff) | A | Sturdy Impact |
---|---|---|---|
![]() |
Draw Back | B | Lull Atk/Def 2 |
![]() |
Moonbow | C | Savage Blow 3 |
S | Savage Blow 3 |
Title: One and done
This support build allows Jaffar the most possible scenarios to safely initiate combat, deal 10 true damage to the target, and 24 true damage within 2 spaces of the target.
-Deathly Dagger (Mage-sweep): Keeps any mages from countering.
-Drawback: Great support to keep Jaffar safe and others safe as well.
-Moonbow: A quick increase to Dmg that will be guaranteed ready after a round of combat.
-Sturdy Impact- With mage counters eliminated +10 Def and limiting the opponent to a
single counterattack will help Jaffar survive counters from Bows and DC Weapons. This
gives Jaffar an even greater range of safe matchups.
-Lull Atk/Def 3 (3 was not on the skill list fsr) Ignoring buffs and reducing the Opponent
Atk/Def by 3 will help Jaffar deal more dmg and receive less.
-Savage Blow 10; (Dagger+C+Seal) Jaffar can deal an incredible 24 dmg over a 2 space
AOE and aid the team or himself to get kills or dropping opponents out of an HP range.
Alternatives:
-One might think an AOE special preferable but without outside assistance, in most cases,
it will take 2 rounds of combat before he can use it . Same goes with all 3 CD skills, such
as Blue Flame, but the cost might be worth it to yourself.
-Poison Strike whether B or Seal, it would be an effective means of dealing 20 Tru Dmg to
a designated target, however dealing 24 Tru Dmg to surrounding opponents (in most cases) will provide more benefit.
![]() |
Deathly Dagger | A | Life and Death 3 |
---|---|---|---|
![]() |
Swap | B | Poison Strike 3 |
![]() |
Luna | C | Savage Blow 3 |
S | Savage Blow 3 |
He'd be great at residual damage, leaving opponents on the brink of death... he was also the last 5* I was able to finally pull before I left on a long break, so he's sorta dear to my heart, especially because I always just felt he was cool XD
Unfortunately, leaving the kills for others is what he does best, so I just pounded into that post-combat damage with Poison Strike and Savage Blows.
Maybe I will add his refine one day, but for now he's unfortunately just not worth it.
![]() |
Deathly Dagger (+Eff) | A | Swift Sparrow 3 |
---|---|---|---|
![]() |
Draw Back | B | Windsweep 3 |
![]() |
Moonbow | C | Savage Blow 3 |
S | Phantom Spd 3 |
*Hits a solid 43 speed against mages, and their inability to counterattack means Jaffar can deal double them and deal to them, and then deal 10 chip damage to them and all their allies within 2 spaces. Against physical units, in order to outpace Mareeta, Fallen Ike and the like, the Phantom Speed seal is taken to hit 53 speed.
![]() |
Deathly Dagger (+Eff) | A | Life and Death 3 |
---|---|---|---|
![]() |
Swap | B | Windsweep 3 |
![]() |
Miracle | C | Savage Blow 3 |
S | Savage Blow 3 |
(Note: This is an alternate build to my current Jaffar, who I just posted. He has dragonflowers, so his stats are increased.)
I consulted a few friends about how to re-build my Jaffar, and this was their solution. This build is best if Jaffar is paired with a dancer, since Windsweep prevents him from using follow-ups. However, Savage Blow 6 and his dagger total 24 damage to anyone around his opponent. The A slot is flexible, I stuck with LaD. As for Miracle, it keeps him alive if he gets too swamped. I’d usually put Luna on him, but considering he deals 24 damage to anyone near his target, he doesn’t seem to need it. For a more supportive build, one could change out his C and S skills for Smoke skills or other debuffers, making him both an AoE and debuffer unit.
![]() |
Deathly Dagger (+Eff) | A | Life and Death 3 |
---|---|---|---|
![]() |
Swap | B | Desperation 3 |
![]() |
Astra | C | Savage Blow 3 |
S | Swift Sparrow 2 |
(Note: My Jaffar has dragonflowers, so his stats are increased. I am also supporting him, but removed the support bonuses.)
This build focuses primarily on actually dealing damage in spite of an attack bane. He gets up to 48 Atk and 47 Spd when initiating due to Swift Sparrow, so he’s less likely to get doubled and deals relatively good damage for a dagger user. When he activates Astra, he can get his damage between 60 and 80 within a single hit. Even better, his refine prevents counterattacks from magic users, which are his main threat due to low Res, plus his Desperation allows him to follow up at 75% HP or lower. Basically, against mages or below his 75% HP, he’s unlikely to actually get hit by his target. If you can keep him from getting swamped, he can systematically take out foes individually while also damaging those around his target with Savage Blow, making it easier to pick them off later.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Dagger users only.
|
50 | 2 | 3 |
![]() Dagger users only.
|
100 | 2 | 5 |
![]() Dagger users only.
|
200 | 2 | 7 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 2 | 11 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Non-inheritable by Staff-wielding units.
|
50 | A |
![]() Non-inheritable by Staff-wielding units.
|
100 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | A |
![]() Inheritable by all units.
|
50 | C |
![]() Inheritable by all units.
|
100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Blazing Blade
|
---|