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Analysis by MackerelPye
Jeralt - Blade Breaker

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 41
ATK 43
SPD 26
DEF 39
RES 30

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 12 3 8 5
Middle 19 13 4 9 6
High 20 14 5 10 7

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 37 40 22 36 27
Middle 41 43 26 39 30
High 44 47 29 43 33

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

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

Preventively(?) Pokable Papi (Melee Blitzer / Tank)

Build by MackerelPye
Recommended
Breaker Lance A Atk/Def Catch 4
Alternate: Sturdy Surge
Positional Assist B Lull Atk/Def 3
Alternate: Flow Refresh 3
Glimmer
Alternate: Bonfire
C Rouse Atk/Def 3
Alternate: Atk Smoke 4
IVs

+ATK / -SPD

SAtk/Def Solo 3
Alternate: Atk/Def Catch 3

Show Explanation/Analysis

Weapon: Breaker Lance

Assist: Positional Assist

Special: Glimmer / Bonfire / Ruptured Sky / Ignis / Galeforce

Passive A: Atk/Def Catch / Atk/Def Solo / Sturdy Surge  

Passive B: Lull Atk/Def / A/D Near Trace / Flow Refresh / Flow Guard 

Passive C: Rouse Atk/Def / Atk Smoke / Def Smoke / Atk/Def Menace / Def/Res Menace / Joint Drive Atk / Cavalry-specific Buffs

Sacred Seal: Atk/Def Solo / Atk/Def Catch / Heavy Blade

  • This build simply does what Jeralt is built to do: stack Atk and Def as highly as possible and break the living socks off most things physical melee. With various combat effects (especially the guaranteed follow-up) granted by Breaker Lance, Jeralt should have little trouble going above and beyond the typical physical cavalry tank fare most of the time.
  • As said, stacking on Atk and Def in all slots possible is the name of the game here, and the primary way to do so is equipping premium skills in both the A-slot and Seal. Solo and Catch are options currently available in both slots; Atk/Def Catch, in particular, also capitalizes on the fact that it activates on the penalties provided by Breaker Lance. Sturdy Surge is also very notable for providing a pretty good source of healing, something that Jeralt will occasionally need to keep Breaker Lance's working 25% HP condition from breaking. 
  • Glimmer (or Ruptured Sky if you're feeling particularly spendy) is a simple but otherwise potentially high damaging Special option that is likely to fire in one match thanks to the guaranteed follow-up from Breaker Lance. Bonfire and Ignis, however, tend to leverage the extremely high Defense stacking possible from this build with pretty consistent and scary returning numbers; their Special cooldown isn't too bad either and can be charged by Heavy Blade or some outsourced Breath support if you need them in a jiffy.
    • Galeforce is mostly a (pretty good, mind you) afterthought due to Jeralt's guaranteed follow-up, high offensive reach thanks to cavalry movement and relative consistency in activating Heavy Blade for more timely triggers.  
  • Jeralt's B slot is where customization gets a bit colorful and up to you to decide on a playstyle.
    • Lull Atk/Def is a bit more accessible compared to other choices and is a fine choice all things considered. By canceling enemy bonuses and further applying a -3 debuff in its namesake stats, it keeps Jeralt's damage and bulk in top form at all times and phases. 
    • It wouldn't be 2022 without bringing up the fact that Canto's post-combat movement is very handy to have at times. A/D Near Trace achieves just this with a guaranteed hit-and-run space of at least 1 plus any remaining spaces while retaining the nice combat swings of Lull.
    • Finally, with the amount of follow-up blockage that is still in season for many defensive units, a couple of Flow-type skills help counteract this while providing some nifty additional benefits for Jeralt.
      • Like Sturdy Surge, Flow Refresh provides a source of sustain which helps Jeralt stay above his weapon's working HP limit, and simply stay around in general. 
      • Flow Guard is helpful in approaching Special-spamming threats more safely as many units nowadays are built to fire Specials off immediately on retaliation. 
  • Since Breaker Lance practically provides half of the functionality of the normally conventional Atk/Def Menace with a wider spread, Jeralt's C-slot is open for some pretty simple alternative choices. Laconically:
    • Rouse Atk/Def technically "completes" the other half of the Menace equation with self-sufficient buffs in Atk and Def and is generally accessible.
    • A Smoke skill might seem redundant with the debuffs provided by Breaker Lance. Atk Smoke and Def Smoke's third-tier variations, however, help catch opposing units that somehow avoided the initial penalty spread and are cheap to use overall. Their more premium versions — specifically Atk Smoke 4 and Def/Res Smoke 3 — offer far more enticing combat effects, like follow-up blockage and extreme stat swings respectively, if you're able to offer one of them. 
    • Atk/Def or Def/Res Menace are still good options in spite of penalty overlap with Breaker Lance. They especially still provide buffs to Jeralt while inflicting penalties on nearby enemies that somehow avoided Breaker Lance's debuff spread. 
    • Finally, more generic suggestions such as Joint Drives and the way cheaper list of cavalry buffs (like Hone and Fortify) will definitely do for less-involved play and inheritance. 

The Actual Best CYL Unit 2022 (Cavalry Superunit / All-Purpose)

Build by MackerelPye
Recommended
Breaker Lance A Distant Countering A Slot
Positional Assist B Lull Atk/Def 3
Alternate: A/D Near Trace 3
Sol
Alternate: Bonfire
C Joint Dist. Guard
Alternate: Atk Smoke 4
IVs

+RES &/OR +ATK &/OR +DEF 

-SPD

SDef/Res Solo 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Breaker Lance

Assist: Positional Assist

Special: Bonfire / Sol / Noontime

Passive A: Distant Stance / Distant Counter

Passive B: Lull Atk/Def / A/D Near Trace / Flow Refresh

Passive C: Joint Dist. Guard / Atk Smoke / Rouse Atk/Res / Rouse Atk/Def / Joint Drive Atk / Joint Drive Res

Sacred Seal: Def/Res Solo / Mystic Boost / Atk/Res Solo / Atk/Def Catch

  • This build aims to procure a more robust all-purpose, all-modes unit. To achieve this, Jeralt should shift focus from pure melee-tanking to improving his magical resilience and being able to take on more foes overall. Basically, the skillset to go to for all your Aether Raids Offense / Tempest Trials+ auto-ing needs and such.
  • For a more rounded-out version of the Blade Breaker, running some sort of distant countering A-slot on Jeralt does well in maximizing his counterattacking flexibility. Running the non-recoil variants — Distant Stance ideally and Distant Counter for better availability — maintains survivability and overall solo-tanking performance.
  • To further increase longevity and keep Jeralt's in-combat and auto-follow-up effects going, consider running recovery options — a healing Special such as Sol or Noontime as well as Mystic Boost as the Sacred Seal can be taken individually or together. 
  • Otherwise, the build retains largely similar characteristics to the previous one with a slight and obvious shift to Enemy Phase elements.
    • Joint Dist. Guard in particular does well in further improving Jeralt's ranged resilience, though the other appropriate basic Joint Drives are basically more available at the moment and can be chosen as a solid C slot choice. 
      • Else, Jeralt is perfectly happy taking Atk Smoke (either its third version for an easily available option, or its fourth to as a preventive measure versus enemy follow-ups) or a Rouse as tanking improvements.
    • Lull Atk/Def tends to lend itself better to this build's purposes to shut down any enemy attempts at strengthening themselves. To maintain mixed phase performance, however, A/D Near Trace grants a similar stat swing while giving Canto, whereas Flow Refresh is another method of healing that allows Jeralt to break past Wary effects with the slight caveat of initiating combat.

Strengths

Breaker Lance

For a weapon on a free unit, Jeralt's namesake Lance is a surprisingly simple but powerful bundle of support and horsepower. 

Supportive Effects:

  • We first cover Breaker Lance's supportive characteristics, which are quite similar to the mass debuffing skills of Gunnthrá and Hríd. Like said skills, it essentially skips all the conditions required for normal debuffing skills such as Sudden Panic and Sabotage Atk or Def to kick in. Instead, the Lance automatically inflicts【Panic】and Atk/Def penalties on an enemy with the highest Atk/Def total, and this also spreads to enemies nearby. 
    • This serves to strengthen Jeralt and his allies' combat for basically no cost while punishing enemy units for grouping with each other, something that is practically guaranteed at the starting point of matches and that AI enemies almost can't help doing to themselves. 
    • Needless to say, it will be very difficult for the enemy to positionally work around this, especially if their own superunit is also dependent on stat bonuses to fight.
    • This effect is also NOT dependent on Jeralt keeping himself healthy, giving him a form of consistent utility even if after his combat effects vanish below 25% HP.

Offensive Effects:

  • Breaker Lance's second condition should be suspiciously familiar to all who are familiar with Duessel. He nearly puts his fellow lance-wielding silver fox to powercrept shame by also granting himself extra bulk and firepower, inflicting -5 Atk/Def on his enemies and also gaining a very-much welcome follow-up attack. This not only helps bypass his otherwise unassuming Spd, but also optimizes him to the point of breakingly awesome combat potential across any build you consider. 

Crudely speaking, this weapon makes Jeralt  "Duessel / Legendary EphraimFallen Berkut at home" ... and that is honestly and extemely fine and speaks positive volumes for a free unit!

Excellent Stats

Along with Brave Chrom, Jeralt is the first of the seventh generation melee cavalry class. He thus relishes in an updated standard average stat total of ~180, which is honestly pretty difficult to mess up. Firstly, having top-of-the-line physical stats of 43 Atk and 39 Def — both of which also get +4 instead of +3 upon using Trait Fruit and/or Ascended Florets — allow Jeralt to confidently take on the best of physical threats when supported by the potent effects of Breaker Lance. Next, a respectable base 30 Res gives quite a fair amount of leeway in enduring the occasional magical spat. It is at a coincidentally similar value on par with Duessel and Fallen Berkut, both of which are exemplary in their ability to take magic all day with appropriate investment. Again, Breaker Lance plays a role here as its double Atk penalties are quite universally awesome for tanking anything.

Finally, 26 Spd might not seem like anything special. However, because of the widespreadness of follow-up denial effects, especially on new units with minimized Spd values, Jeralt often finds himself in a great position where he can break past said effects and force a natural Spd match in which he will often win thanks to Breaker Lance forcing this interaction. 

Melee Cavalry Arsenal

Cavalry units have been increasingly valued with high respect to their high movement and threat range compared to other units. Jeralt is no exception to this especially with his excellent combat prowess thanks to Breaker Lance. On typical builds, he leverages this fact further with access to Near Trace skills for post-combat movement flexibility. Else, he will typically be satisfied with other tools available to his class, including the appropriate Lull and Flow skills. 

Though relying on cavalry-specific buffs are a bit dated, they are also very available at low rarity and allow Jeralt to become exceedingly bulkier and stronger with low investment. As a quick and particular recommendation, Ward Cavalry stacking (or other similar skills for the sake of variety) is something that is very powerful with all-around tanks like Jeralt.

Free Unit Availability / Miscellaneous Strengths

Jeralt's awfully astounding unit strength is compounded further by the fact that copies of him can be acquired for free as a Grand Hero. Even after merges are accounted for, users only need to worry about inheriting some fairly high-quality skills for him, many of which are also easily and freely available through Compile Manuals. After everything's said and done, Jeralt rewards super investment by being a worthwhile high-scoring choice for Colisseum modes and simply a safe-to-use, awesome combat/support unit all-around.

Weaknesses

Somewhat Slow / Follow-Up Denial

As with Zeke, Fallen Berkut, and Duessel before him, Jeralt inadvertently subscribes to a few weaknesses of their trade. The ever increasingly common Null Follow-Up effect, built into weapons or enemy B-slots is a particular concern above all else, and we'll be seeing a lot of those from here on out. As a result, without the help of Breaker Lance's automatic follow-up, his combat may diminish with his otherwise rather average Spd and vulnerability to natural follow-ups, though he should exit out of most matches fine with his generally great combat stats intact. 

Extreme Magic Pressure

Jeralt's base 30 Res is pretty fair but also an easy-to-exploit weak spot in the face of increasingly powerful magic and dragon breaths. 

Even with dedicated Res investment — which has pretty great returns most of the time, mind you — Jeralt may be hesitant to put himself in front of high-pressure hits from the likes of Winter Lysithea or Ninja Corrin without access to special damage reductive skills, too. 

Unity Skills

Breaker Lance automatically applies【Panic】and Atk/Def penalties to certain enemies at the start of the match. While helpful most of the time, this might come back to bite the donkey's butt if the affected unit(s) happen to have some form of penalty neutralization or reversal. Unity skills are particularly optimal for many units and deserve special caution.

Low HP

Breaker Lance's in-combat Atk/Def swings and, most importantly, guaranteed follow-up assume Jeralt responsibly keeps himself above 25% HP. For units expected to weather many hits like the Blade Breaker, this can be a frighteningly common scenario without some form of sustain.

Fair Bit of Overlap / Competition

Fire Emblem Heroes is a game that has added an insane number of added characters in half a decade. Naturally, a bit of overlap with other competitors is expected, especially in the particularly crowded lance cavalry category. Despite this, Jeralt's Grand Hero status and huge overlap with similar units like Zeke, Duessel, and Fallen Berkut make him an overall solid free choice for a cavalry tank all things considered. 

Jeralt is a bit more pressured in the pure offense department, in which recent entries like Brave Chrom, Brave Eirika, Sain, and Ingrid have naturally high Speed and creative combat characteristics (Null Follow-Up, extendable movement, and counterattack cancellation, all variably) that make them fair competitors for a slot as well. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 2 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Breaker LanceGrants Atk+3. At start of turn, inflicts Atk/Def-6 and【Panic】on foe on the enemy team with the highest Atk+Def total and foes within 2 spaces of that foe through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.  【Panic】 Converts bonuses on target into penalties through its next action.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Atk/Def Catch 1At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.  【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).
Cavalry & Flying Only
Unlocks at 3 ★
60
A
Atk/Def Catch 2At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.  【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).
Cavalry & Flying Only
Unlocks at 4 ★
120
A
Atk/Def Catch 3At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.  【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).
Cavalry & Flying Only
Unlocks at 5 ★
240
A
Distant Guard 1Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."
Inheritable by all units.
Unlocks at 1 ★
60
C
Distant Guard 2Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."
Inheritable by all units.
Unlocks at 2 ★
120
C
Distant Guard 3Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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