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Analysis by accidentalgreed
Jorge - Traveling Peddler

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 45
ATK 36
SPD 27
DEF 35
RES 29

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 7 4 10 6
Middle 19 8 5 11 7
High 20 9 6 12 8

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 42 33 23 32 25
Middle 45 36 27 35 29
High 48 39 30 38 32

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

I_Have_Skin. That_I_Grew_On_My_Own. I_Swear_I_Am_Not_a_Robot. (Two-Space Support)

Build by accidentalgreed
Recommended
Daniel-Made Bow A Fury (3 or 4)
Rally Atk/Spd+
Alternate: Shove
B Atk/Spd Ruse 3
Alternate: Atk/Def Link 3
Moonbow
Alternate: Bonfire
C Joint Drive Atk
Alternate: Drive Atk 2
IVs

+ATK / -SPD 

Neutral (for low-investment build)

SDrive Atk 2
Alternate: Distant Guard 3

Show Explanation/Analysis

Weapon: Daniel-Made Bow

Assist: Rally Atk/Spd+ / Shove / Reposition / Smite

Special: Bonfire / Moonbow

Passive A: Fury / Flexible

Passive B: Atk/Spd Ruse / Atk/Def Link / Wings of Mercy / Links or Ruses for other stats

Passive C: Joint Drive Atk / Drive Atk / Other Drive skills

Sacred Seal: Drive Atk / Distant Guard /Other Drive skills

  • Players can go all-in on the support aspect of Daniel-Made Bow, which already grants a very beefy Atk augment of +5 to nearby allies. This can easily be done by using certain C and Sacred Seal skills; every other slot is simply fluff at this point.
    • An obvious course of action is stacking simply Drive Atk, allowing Jorge's allies to benefit from up to 11-12 whopping additional Attack (depending on whether the more accessible Drive Atk or Joint Drive Atk is used in the C slot). However, it is perfectly fine to customize with other nearby stat boosters like Distant Guard depending on the unit(s) Jorge is supporting.
  • Jorge can take a more proactive form of support by running some combination of a Ruse + Rally skill, allowing him to badly debuff foes and inflict Guard from a distance. Rally Atk/Spd+ and Atk/Spd Ruse is an effective recommended combination as it significantly swings defensive and offensive matchups in your team's favor, but other types can be run depending on your actual setup.
  • If you prefer keeping a positional assist skill for ease of movement and initiation options, Jorge can run a Link skill instead to boost the stats of whoever he is moving around. Shove and Reposition are recommended as they keep Jorge's teammate within range of his stat-boosting area.
  • Finally, Jorge's A-slot and Special are honestly neither here nor there for this build as it's very focused on providing support. Fury is a simple and accessible option that improves Jorge's stats all-around and is generally easier to recommend than other high-investment options. Moonbow or Bonfire benefit from having their cooldown discounted by -1 from Daniel-Made Bow (1 CD and 2 CD respectively), and both are useful for burst damage whenever the hopefully rare need comes up.

I_Am_Not_A_Robot. I_Love_Breathing_Oxygen. (Enemy Phase Build)

Build by accidentalgreed
Recommended
Daniel-Made Bow
Alternate: Spendthrift Bow+ (+Res)
A Close Foil
Alternate: Mirror Stance (2 or 3)
Positional Assist B Lull Atk/Def 3
Alternate: Special Spiral 3
Noontime
Alternate: Bonfire
C Atk Smoke 3
Alternate: Pulse Smoke 3
IVs

+ATK or +RES or +DEF / -SPD

SQuick Riposte 3
Alternate: Spd/Res Solo 3

Show Explanation/Analysis

Weapon: Daniel-Made Bow / Spendthrift Bow+ (+Res)

Assist: Positional Assist

Special: Noontime / Bonfire / Sol / Aether

Passive A: Close Foil / Sturdy Stance (2 or 3) / Mirror Stance (2 or 3) / Spd or Res-relevant Stances, Bonds, and Solos

Passive B: Lull Atk/Def / Lull Atk/Spd / Special Spiral / Quick Riposte

Passive C: Atk Smoke / Pulse Smoke / Joint Drive Atk

Sacred Seal: Quick Riposte / Spd/Res Solo / Close Def

  • Tanky units use tanky builds, so our optimally bulky Jorge is perfectly capable of rolling with one. There are Resistance or Defense-based versions of this build, so choose skills depending on which stats attacks you'd like Jorge to take easier.
  • Stats-wise, forgoing his dear brother's bow for Spendthrift Bow is an act of blasphemy but also an optimal decision (and extremely fitting, read the weapon name!) for a few reasons:
    • Compared to Daniel-Made Bow's -5 enemy Attack debuff, Spendthrift Bow inflicts a higher in-combat Attack decrease on foes.
    • The slight drop in Mt is made up by the in-combat +7 to Jorge's Attack, giving him generally better damage output.
    • By refining Spendthrift Bow, Jorge also gains even more bulk via increased HP and a chosen defensive stat.
  • Despite offering lower stat swings, however, Daniel-Made Bow does have a few advantages of its own:
    • Its cooldown -1 effect lends itself a variety of good Special activation techniques, whereas Spendthrift is basically limited to just Noontime due to resetting Jorge's cooldown after every match.
      • For instance, it can simply be used with Noontime for slight instant healing on every counterattack (whereas Spendthrift Bow would require Geirskögul support), or Sol + Geirskögul support for more healing.
      • Special Spiral + Aether also allows for instantly activating Aethers on all counterattacks, again assuming Geirskögul support. This gives Jorge much-needed burst damage as well as sustain equivalent to Sol.
    • It gives Jorge a side job as a support unit, as it also effectively provides Drive Atk 5 for his allies. Attack boosts are, of course, always welcome, and can be paired with Joint Drive Atk in the C slot to strengthen the boost further while benefitting Jorge's own damage output!
  • Close Foil is ideal for allowing Jorge to counterattack melee enemies (except Dragons) while also strengthening his Atk/Def—it helps that its native users also allow Jorge to inherit other optimal skills such as Spendthrift Bow from Midori or Lull Atk/Spd from Julian.  
  • Speaking of Lull, if you're not using Special Spiral for instant Special activation tricks, Jorge should be running some Atk-based Lull (not Atk/Res for obvious reasons) to further increase his bulk and keep his tanking favorable. Lull Atk/Def tends to be generally favored as it also helps out Jorge's damage quite a bit.
  • Joint Drive Atk was mentioned earlier as a nice way to improve Jorge's damage output while further bolstering the support aspect of Daniel-Made Bow. It is mostly a luxury option, however, and you can just as well run Atk Smoke (easy to access and directly mitigates incoming damage from other foes) or Pulse Smoke (also difficult to access but shuts down Infantry Pulse teams if run correctly).
  • Due to Jorge's difficulties in performing follow-up attacks without significant Speed support or investment, Quick Riposte is a quick and easy solution for this.
    • Other Seals can be run if you have stats needs covered, such as investing in his Speed with Spd/Res Solo to make and prevent follow-ups.   

reCAPTCHA? I_Do_Not_Need_It. Because_I_Am_Not_a_Robot. (Brave Bow)

Build by accidentalgreed
Brave Bow+ A Death Blow (3 or 4)
Alternate: Sturdy Impact
Positional Assist B Lull Atk/Def 3
Alternate: Special Spiral 3
Bonfire
Alternate: Luna
C Atk Opening 3
IVs

+ATK / -SPD

SDeath Blow 3
Alternate: Sturdy Blow 2

Show Explanation/Analysis

Weapon: Brave Bow+

Assist: Positional Assist

Special: Bonfire / Luna

Passive A: Death Blow / Sturdy Impact

Passive B: Lull Atk/Def / Special Spiral / Chill Def / Swordbreaker / Wings of Mercy / Lull Spd/Def

Passive C: Atk Opening / Flexible

Sacred Seal: Death Blow / Sturdy Blow

  • Honestly, you just know someone's going to replace Daniel-Made Bow entirely for this very familiar, boring, but admittedly reliable build, so might as well make it an option.
  • Brave Bow is renowned for its great blitz damage potential, dealing more single-strike damage than any other bow—many of which usually require a follow-up attack (something that is a bit out of our slow merchant's league, unfortunately). Jorge has a great Attack stat at his disposal, making him a pretty standard user of the bow, sans the blue coloring which can be used to rid of red enemies more safely. However, the bow's player-phase exclusive nature pretty much compromises any performance Jorge has in enemy phase.
  • Also usual on a Brave weapon build are heavy Attack modifiers for the best single-strike damage possible. This includes Death Blow in both the A slot and Sacred Seal. If you're feeling particularly luxurious, Sturdy Impact grants a safety net against enemies that otherwise survive an initiation by disabling their follow-up attack.
  • A Defense-based Lull skill further capitalizes on the blitzkrieg nature of this build as enemies must take the full force of Brave Bow's heavy damage no matter what bonuses they have. Special Spiral can be taken to increase the frequency of Bonfire or Luna—these Specials can activate on every initiation rather than every couple of battles. Finally, more budget-friendly options include:
    •  Swordbreaker to further break down exceptionally tough Sword units and take advantage of Jorge's general weapon advantage against them.
    •  Wings of Mercy to significantly increase movement options whenever other allies are badly damaged.
    • Chill Def comes by default in Jorge's kit and helps out his damage output by crippling the enemy unit with the highest Defense.

Strengths

High BST and Great Stat Distribution

Jorge starts off the new generation of free heroes quite dangerously with an increased Base Stat Total of 172 compared to infantry archers in the previous generation. As a result, there's actually little complain about his stat spread distribution minus his Speed.

For a quick comparison, Jorge actually sports higher raw defensive stats—45 HP, 35 Def, and 29 Res—than Legendary Chrom (though Chrom's personal weapon, Randgríðr, definitely fills in the gap) while maintaining a great Attack stat of 36. Thus, Jorge maintains a nice degree of both physical and magical survivability while fulfilling whatever his build needs to get done.

Daniel-Made Bow

Jorge's unique weapon can be seen as a more support-oriented take on the renowned Spendthrift Bow. It increases Jorge's effective bulk even further thanks to the bow inflicting -5 Atk on any enemy he faces. Additionally, the bow also provides pretty notable support in what is essentially a Drive Atk 5 effect, which can be stacked with other similar skills to make him a great tank-support hybrid fighter. The slaying effect (-1 CD to all Specials) is the icing on the cake, improving Jorge's general combat potency.

Colored Ranged Unit

Being a colored bow user isn't exactly what you'd call conventional, but the role has its uses as Jorge maintains great ranged attacking options while being able to utilize triangle advantages against Red enemies.

Infantry + Weapon-type Perks

Lull skills and Special Spiral are commonly the source of infantry tank units' potency, and Jorge has his infantry status to thank for that. Additionally, he benefits from a variety of great support options, including Geirskögul and Infantry Pulse.

Free Unit Perks

Jorge is a Grand Hero Battle unit, meaning no orbs are required to attain copies of him. With the right amount of Grails, all the benefits that Jorge offers is always available at your disposal.

Weaknesses

Colored Drawbacks

Increased damage and vulnerability from green units is certainly not something that is welcomed from Jorge's blue coloring.

Exploitable Speed

Jorge's base 27 Speed is definitely not a bragging right starting in our fourth year of Fire Emblem Heroes. It falls short of the acceptably slow landmark of 30, and as a result, Jorge is commonly vulnerable to follow-up attacks, especially those from faster and powerful green units such as Thrasir, Echidna, Ross, and Legendary Celica.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Daniel-Made BowAccelerates Special trigger (cooldown count-1). Effective against flying foes. Grants Atk+5 to allies within 2 spaces during combat. Inflicts Atk-5 on foes within 2 spaces during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
IgnisBoosts damage dealt by 80% of unit's Def.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Chill Def 1At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Unlocks at 3 ★
60
B
Chill Def 2At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Unlocks at 4 ★
120
B
Chill Def 3At start of turn, inflicts Def-7 on foe on the enemy team with the highest DEF through its next action.
Inheritable by all units.
Unlocks at 5 ★
240
B
Atk Opening 1At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 1 ★
60
C
Atk Opening 2At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 2 ★
120
C
Atk Opening 3At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Radiant Dawn

Banners Featured In

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