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Analysis by ZeShado
Kamui - Wandering Blade

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
181
HP 44
ATK 38
SPD 41
DEF 36
RES 22

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 17 9 10 9 4
Middle 18 10 11 10 5
High 19 11 12 11 6

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 41 35 38 33 19
Middle 44 38 41 36 22
High 47 41 45 39 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.
HPATKSPDDEFRES

Skill Sets

I Fear No Man. (Melee Specialist)

Build by ZeShado
Recommended
Coral Saber+
Alternate: Winter Rapier+ (+Spd)
A Atk/Def Unity
Alternate: Atk/Def Form 3
Positional Assist B Spurn 3
Alternate: Null Follow-Up 3
Noontime
Alternate: Ignis
C Joint Drive Atk
Alternate: Joint Drive Def
IVs

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

SSteady Breath
Alternate: Darting Breath

Show Explanation/Analysis

Weapon: Coral Saber+ (+Spd or +Def) / Winter Rapier+ (+Spd or +Def)

Assist: Positional Assist

Special: Noontime / Ignis

A Passive: Atk/Def Unity / Atk/Def Form

B Passive: Spurn / Null Follow-Up / Lull Atk/Spd / Lull Spd/Def

C Passive: Joint Drive Atk / Joint Drive Def / Spd Smoke 4 / Atk/Def Oath

Sacred Seal: Steady Breath / Darting Breath

  • Despite being another speedy Infantry sword, the number of stats that modern-day units come with means that they have a lot more to work with, and this is seen with his Def stat which is rather respectable. With a base Def stat of 36, Kamui can opt for a decent Melee Specialist role, especially now that there are decent options for that role in particular thanks to the weapons they can access, those mainly being Coral Saber+ and Winter Rapier+. The former provides a guaranteed follow-up which can alleviate the need for the likes of Null Follow-Up, albeit simply for securing his own doubles, and the latter raises the ceiling in which he can bolster his overall Atk and Def. Both options provide their own set of benefits, so there’s no bad option between the two.
     
  • As a melee tank, Kamui can either opt for the ability to prolong his longevity with healing Specials such as Noontime or increase his damage output and secure kills more often with damaging Specials such as Ignis. As there are melee foes that can target his lower defensive stat, mainly Dragons, Noontime wouldn’t be a bad option as too many attacks that focus on his Res stat will ultimately cost him the match. Of course, Dragons aren’t as common as other weapon types with one range, so it’s not something he has to always worry about. As such, Ignis makes for a good alternative.
     
  • Any A Passive that bolsters Kamui’s overall Atk and Def will work well for him as the goal is to mitigate as much damage as possible from foes that target his Def while simultaneously being able to secure kills in the process. Atk/Def Unity, especially when paired with Winter Rapier+, can skyrocket his performance but it does rely on a negative status. Without it, Atk/Def Unity won’t be nearly as effective and consistent in providing additional stats as Atk/Def Form would.
     
  • Depending on the weapon equipped, Kamui can opt for a decent amount of B Passives. Despite Kamui prioritizing his Atk and Def, he still has a hefty amount of Spd to boot and can simultaneously stack all three stats with the right support. As such, he can opt for Spurn or any other skill that provides Damage Reduction as, with Coral Saber+, he can secure his own doubles and mitigate more damage in the process. Lull Atk/Spd and Lull Spd/Def are also notable alternatives to Spurn as they can allow Kamui to mitigate any visible buffs to those respective stats. Meanwhile, if running Winter Rapier+, he can opt for the likes of Null Follow-Up as he’ll want the ability to secure his own follow-ups, and unlike Coral Saber+, Null Follow-Up will shut down any guaranteed follow-up attack from the foe, making it a lot more appealing defensively.
     
  • Joint Drive Atk and Joint Drive Def are solid options for the Melee Specialist role as they bolster a notable stat Kamui will be using quite frequently. The former provides more damage output while the latter helps mitigate incoming damage from Def-targeting foes but won’t do anything against Dragons. As such, Joint Drive Atk will more than likely be the better of the two options. Kamui can also opt for Spd Smoke 4 as that can also help mitigate a good chunk of incoming damage. Beyond that, his innate Atk/Def Oath is a fine budget option, especially when paired with Winter Rapier+ and Atk/Def Unity.
     
  • Regardless of the Special being used, Kamui will want to run a Breath Sacred Seal to not only secure their proc but to also trigger it consistently and maintain his longevity. If using Coral Saber+, Steady Breath will be the go-to variant as he can already secure his own follow-up with the weapon. Meanwhile, if using Winter Rapier+, Darting Breath will be a better option over Steady Breath as he’ll need the natural Spd to double.

But That Thing… [Insert Necrodragon] (Galeforce)

Build by ZeShado
Recommended
Ninja Katana+
Alternate: Coral Saber+
A Flashing Blade (3 or 4)
Alternate: Fury (3 or 4)
Positional Assist B Frenzy 3
Alternate: Null Follow-Up 3
Galeforce C Time's Pulse 3
Alternate: Odd Tempest 3
IVs

+ATK or +SPD / -RES

SBlade Session 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Ninja Katana+ / Coral Saber+ (+Spd) / Brave Sword+

Assist: Positional Assist

Special: Galeforce

A Passive: Flashing Blade (3 or 4) / Fury (3 or 4) / Atk/Spd Boosting A Slot

B Passive: Frenzy / Null Follow-Up / Close Call / Wings of Mercy / Desperation / Hit and Run

C Passive: Time’s Pulse / Odd Tempest / Even Tempest

Sacred Seal: Blade Session / Flashing Blade / Fury

  • Sword units now have a new option when it comes to their player phase potential with the recent addition of Coral Saber+ despite being seasonal locked. The guaranteed follow-up it provides allows units to not only output a significant amount more damage but can also allow them to bypass Impact effects that otherwise would’ve stopped their ability to double. Of course, Ninja Katana+ and Brave Sword+ are still viable options as they can allow the user to potentially output four attacks but now it’s not the only go-to option. For this set, in particular, we’ll be focusing on the ability to Galeforce.
     
  • Some form of accelerated cooldown will be required for this set to function properly as the goal is to activate Galeforce quickly and consistently. As such, Flashing Blade, regardless of the weapon used, will be the better of the two options as it is much laxer comparatively. It is worth noting that if there is Thorr support present, Kamui won’t need to run Flashing Blade at all, and can instead opt for Fury or other skills that bolster his overall Atk and Spd.
     
  • Kamui can opt for an assortment of B Passives and Galeforce playstyles but the best option will ultimately depend on the weapon being used. If using Ninja Katana+ or Brave Sword+, he can opt for Frenzy and Close Call or Desperation and Hit and Run for budget purposes. The former will allow the unit to potentially output four attacks all at once before the foe can counter while the latter can be used for Hit and Run tactics. Meanwhile, if using Coral Saber+, Kamui will want to use Null Follow-Up to help secure his own doubles. There’s also Wings of Mercy which can be used regardless of the weapon equipped if you have another ally acting as the Wings of Mercy beacon.
     
  • For Kamui’s C Passive, unless there’s external support providing reduced cooldown, Time’s Pulse will be necessary for securing consistent Galeforce triggers as it will reduce the initial cost to four. It is possible to leverage off of a counterattack if using Coral Saber+, in which case he can opt for a Tempest skill. Tempest skills can still be used with the likes of Ninja Katana+ and Brave Sword+ as it’s mainly going to be used for Hit and Run purposes.
     
  • If Flashing Blade is already present in the kit, Kamui can instead opt for a Sacred Seal that bolsters his overall Atk and Spd such as Blade Session. Fury is also a notable contender as it can allow him to act as a Wings of Mercy beacon. Otherwise, he’ll want to run Flashing Blade.

It Scares Me. (Budget)

Build by ZeShado
Up-Front Blade+ A Spd/Def Ideal 3
Positional Assist B Spd/Res Link 3
Alternate: Wrath 3
Noontime
Alternate: Ignis
C Atk/Def Oath 3
Alternate: Atk Smoke 3
IVs

+ATK or +SPD / -RES

SDarting Breath
Alternate: Steady Breath

Show Explanation/Analysis

Weapon: Up-Front Blade+ (+Spd or +Def)

Assist: Positional Assist

Special: Noontime / Ignis

A Passive: Spd/Def Ideal

B Passive: Spd/Res Link / Wrath

C Passive: Atk/Def Oath / Atk Smoke / Def Smoke

Sacred Seal: Darting Breath / Steady Breath / Bonus Doubler / Atk/Def Form / Atk/Spd Form

  • Despite having access to a plethora of skills, a lot of the notable options aren’t as accessible as they may seem. Even so, it’s entirely possible to use Kamui with a budget set in mind. However, his performance will ultimately vary as there is an assortment of units in the game that can easily shut down Kamui with little to no issue without using the skills that make Infantry units as good as they are.
     
  • Kamui can go in two directions with this set. Either he can prioritize his own sustainability with Noontime or increase his damage output with Ignis. The former will allow him to prolong his longevity while the latter will help secure kills that he may have otherwise missed. It is worth noting that going with the latter assumes that he will be stacking Def, meaning that his longevity on the battlefield will heighten so long as he doesn’t go up against foes that target his Res stat.
     
  • Spd/Def Ideal works quite well, even on a budget, as it provides +5 to its respective stats. The extra Spd he gains from the skill allows him to secure doubles more often and the extra Def allows him to take on Def-targeting foes with much more ease.
     
  • As far as budget B Passive options go for Infantry, there aren’t too many but what is available can function well enough. Spd/Res Link, if paired with Atk/Def Oath, can be used to bolster all of his stats. This can work especially well with the Bonus Doubler Sacred Seal as he’ll become a decent statball. Wrath is also a decent option as it helps with securing additional damage output which can be beneficial when paired with Noontime and Ignis. The former would allow Kamui to sustain even more while the latter would secure kills much more often.
     
  • Atk/Def Oath is a decent option for visibly buffing Kamui’s stats and pairs well with his innate Spd/Def Ideal as it’ll activate its condition. That being said, applying visible buffs to allies is relatively easy nowadays and doesn’t have to come at the cost of his C Passive. As such, he can always replace it with a notable Smoke skill such as Atk Smoke for more tanking prowess and Def Smoke for more damage output.
     
  • Kamui has quite a bit of options when it comes to his Sacred Seal. Darting Breath and Steady Breath are good options for consistently triggering his Specials. This is especially appreciated when using Specials with high cooldown counts such as Ignis. However, it isn’t necessary when using Noontime as he can easily trigger it on every second hit. As such, he can also opt for the likes of Bonus Doubler or a Form skill such as Atk/Def Form and Atk/Spd Form, the former bolstering his overall bulk and the latter securing more natural doubles.

Strengths

Solid Offensive Statline

    It’s hard to mess up a modern-day unit’s statline as they have way too many stats to allocate, and Kamui is no exception. Kamui debuts with an offensive statline of 38/41 Atk/Spd respectively which, while nothing new to the game, is still rather impressive, especially for a demote. It’s also worth noting that Kamui has a superboon in Spd so he can reach a relatively high amount of Spd.

Skill Accessibility

    Outside of having access to a plethora of Infantry skills that compliment all sorts of playstyles, Kamui also has access to an assortment of inheritable Swords which, while wouldn’t have been anything notable in the past, is worth mentioning nowadays given the number of options they’ve been adding recently, including his very own Up-Front Blade+.

Weaknesses

Lacks a Differentiator

    Despite being a relatively decent demote, he brings nothing new to the game that other units of his kind can’t replicate. That doesn’t mean he’s unusable and/or shouldn’t be used, but it’s hard to justify him as a unit when his contemporaries can do what he can and more. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Up-Front Blade

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 10
Up-Front Blade+

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 14
Available Rearmed Weapons
Arcane Éljúðnir
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Resolve combat as if foe suffered Def/Res-30%

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Luna

Resolve combat as if foe suffered Def/Res-50%

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Spd/Def Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+3 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 1 ★
60
A
Spd/Def Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+4 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 2 ★
120
A
Spd/Def Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+5 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
240
A
Atk/Def Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 3 ★
60
C
Atk/Def Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 4 ★
120
C
Atk/Def Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Echoes

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