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Khadein Byleth (M)

Analysis by lordhelpme
Khadein Byleth (M) - Fount of Learning

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
177
HP 40
ATK 42
SPD 44
DEF 25
RES 26

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 17 11 13 2 3
Middle 18 12 14 3 4
High 19 13 15 4 5

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 36 39 41 21 22
Middle 40 42 44 25 26
High 43 46 48 28 29

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 can also copy my own homework (General Offense)

Build by lordhelpme
Recommended
Guide's Hourglass A Atk/Spd Finish 4
Alternate: Atk/Spd Ideal 4
Positional Assist B Seal Res 4
Alternate: Lull Spd/Res 3
Sublime Heaven C Time's Pulse 4
Alternate: Atk/Spd Oath 4
IVs

 +ATK or +SPD

SNull Follow-Up 3

Show Explanation/Analysis

Weapon: Guide’s Hourglass

Assist: Positional Assist / Assistless / Flexible

Special: Sublime Heaven

Passive A: Atk/Spd Finish / Atk/Spd Unity / Atk/Spd Ideal / Swift Sparrow 

Passive B: Seal Res 4 / Seal Spd 4 / Spd Preempt / Null Follow-Up / Lull Skills

Passive C: Time’s Pulse 4 / Atk/Spd Oath 4 / Atk/Spd Menace / Joint Drive Skills / Flexible

Sacred Seal: Blade Session / Null Follow-Up / Atk/Spd Form / Swift Sparrow / Atk/Spd Solo

  • Byleth has so many strong offensive tools to work with — a damage reduction-piercing Special with a frequent trigger rate, the ability to ignore Guard and Breath effects, sizeable damage reduction of his own, and immunity to forest tiles — that he can essentially be slapped onto any team and perform very well. This set builds on this quality by mostly focusing on his damage, with considerations to a variety of modes (including Aether Raids Defense). Offensive Assets are naturally recommended. 
  • Atk/Spd Finish is a natural complement to Byleth’s frequent Special triggers (as he can even activate Sublime Heaven twice in a round rather consistently), boosting them with padded true damage and healing alongside a stellar +7 Atk/Spd boost. One may also consider Atk/Spd Unity (largely for Aether Raids) to exploit enemy debuffs, with other standard stat-boosting skills like Atk/Spd Ideal and Swift Sparrow also working nicely.
  • The biggest choice to make, by and large, lies in Byleth’s B skill, as he has several options that all work well:
    • Seal Res 4 is perhaps the best choice from a pure damage perspective, as it automatically inflicts a staggering -11 Res on his foe without needing any actual setup — with the bonus of granting him Guard every now and then! Seal Spd 4 doesn’t pad his raw damage as much, but ensures his follow-ups become much more consistent and lets him get the most out of his 【Dodge】buff from his Guide’s Hourglass. Lull skills essentially offer weaker benefits of these skills, but are more accessible.
    • For a more mixed-phase approach, Spd Preempt presents an interesting option with its Spd-based Vantage effect; this allows Byleth to potentially go for OHKOs during the Enemy Phase against ranged foes he was unable to finish off, likely with a fully-charged Special trigger. 
    • Null Follow-Up is a golden standard skill among infantry units — and for good reason — as it allows Byleth to safely initiate without fear of having his follow-ups impeded by enemy mechanics, or to receive unnecessary damage from a surviving foe’s automatic double. However, as it’s now available as a Sacred Seal and an increasingly common buff, using it as his B skill is more of a last-ditch option if you really want the effect.
  • Time’s Pulse 4 is ideal for Byleth’s playstyle here, placing him at the best position to leverage Sublime Heaven with multiple activations in most rounds of combat. That said, it’s very expensive so other options included Atk/Spd Oath 4 (for boosted mobility and damage), Atk/Spd Menace (for an easy stream of visible buffs and debuffs), and Joint Drive skills among other similar offense-enhancing abilities.

what is a slay? (Sweep Offense)

Build by lordhelpme
Guide's Hourglass A Atk/Spd Finish 4
Alternate: Atk/Spd Ideal 4
Positional Assist B Sweep Skills
Sublime Heaven C Atk/Spd Oath 4
Alternate: Atk/Spd Menace
IVs

+ATK or +SPD

SNull Follow-Up 3

Show Explanation/Analysis

Weapon: Guide’s Hourglass

Assist: Positional Assist / Flexible

Special: Sublime Heaven 

Passive A: Atk/Spd Finish / Atk/Spd Ideal / Swift Sparrow 

Passive B: Windsweep / Watersweep

Passive C:  Atk/Spd Oath 4 / Time’s Pulse / Menace Skills / Joint Drive Skills / Flexible

Sacred Seal: Null Follow-Up

  • While still offensive in nature, this build sacrifices some of the first set’s damage potential in exchange for greater safety in Byleth’s initiations. Still, an Asset to either of his offensive stats is recommended as his primary role remains as a damage dealer. 
  • The core of this build lies in the pairing of a Sweep skill in Byleth’s B slot with the Null Follow-Up Sacred Seal, allowing him to benefit from the counterattack negating property of these skills while still being able to perform follow-ups regularly. 
    • This aids in offsetting his otherwise questionable bulk, especially as he often relies on his【Dodge】effect which grows shakier the more accessible means of negating it become. The choice between which Sweep skill to equip largely depends on personal preference.
  • Any A skill that sharpens Byleth’s offensive stats works well here, with Atk/Spd Finish, Atk/Spd Ideal, and Swift Sparrow again shining as his best overall options. 
  • The biggest change to his build otherwise lies to his preference in C skill, as Time’s Pulse becomes less powerful here compared to before: Byleth’s ability to trigger Sublime Heaven twice when equipped with Time’s Pulse is contingent on him receiving a counterattack in between strikes, which becomes less accessible with the Sweep + Null Follow-Up combination. Accordingly, those that directly add to his sheer stats (such as Atk/Spd Oath, Joint Drives, and Menace skills) should receive more priority.

Strengths

Guide’s Hourglass

Despite being the demote unit for his seasonal banner (i.e. he is available in both the 4 and 5 ☆ Pools), Byleth bears surprising offensive potency thanks to his Guide’s Hourglass. The Tempo effect coupled with its Spectrum +5 stat boost and innate Slaying effect provides a solid baseline for dealing burst damage through Special damage, with the ability to ignore Guard while denying enemy accelerated cooldown being strong tools to break through modern defensive mechanics. Additionally, the weapon’s automatic【Dodge】buff to Byleth adds some much-needed survivability to his otherwise shaky bulk, while offering some flexibility in the way of potentially tanking when need be. 

Like his fellow Khadein scholars, his Guide’s Hourglass also grants him the unique advantage of terrain immunity; while this doesn’t necessarily make him as mobile as his mounted counterparts, it’s a neat occasional bonus on maps with forests to ensure his reach remains intact. The last component of Guide’s Hourglass — a simple Drive Spectrum +4 buff to all allies within two spaces — isn’t really strong enough to warrant ever not focusing on Byleth’s combat, but it’s an appreciated asset all the same to supplement his team’s performance.

Sublime Heaven

Legendary Byleth’s exclusive Special, Sublime Heaven, makes a return in his Khadein form, and it remains every bit as good as it was before (and perhaps even better due to the effects of Guide’s Hourglass). A two-turn Special with the ability to pierce through damage reduction on a unit with Slaying and Tempo effects is very strong, as Byleth can fully exploit Sublime Heaven with frequent triggers and minimal interference. Its damage boost is also pretty good at base but becomes quite deadly against dragons and beasts, altogether carving an appreciated niche for the teacher.

Fantastic Offensive Statline

Like pretty much every other unit released nowadays, Byleth features top-of-the-line offensive values; with 42 Atk and 44 Spd, his damage ceiling becomes quite consistent through solid damage and the ability to perform frequent natural follow-ups. He also has four-point Assets in both for maximized firepower when available — a welcome surprise considering that he, again, is only the demote unit on his banner.

Infantry Benefits

His compelling overall performance is underscored by the benefits of the infantry class’s flexible skill variety. With entry into a treasure trove of valuable skills like Time’s Pulse, Atk/Spd Oath 4, and Null Follow-Up (which also happens to be a Seal!), Byleth can more easily exploit the groundwork laid by his PRF skills and work around his weaknesses compared to his mounted counterparts, in addition to having more flexibility in build direction.

Weaknesses

Mediocre Defensive Statline

To preface, Byleth’s Def/Res combination of 25/26 is far from the worst for a primarily offensive unit, and his regular access to【Dodge】through Guide’s Hourglass helps him endure more damage than you might think. With that said, modern units are only hitting increasingly harder and effects that ignore damage reduction are only becoming more common, which altogether places Byleth at risk when faced with sustained offensive pressure as his safety measures can only help him to an extent.

Weapon Skills

Weapons SP Rng. Mt.
Thunder
Learns by default at 1 ★
Unlocks at 1 ★
Blue Tome Users Only
50 2 4
Elthunder
Learns by default at 2 ★
Unlocks at 2 ★
Blue Tome Users Only
100 2 6
Thoron
Learns by default at 4 ★
Unlocks at 3 ★
Blue Tome Users Only
200 2 9
Guide's Hourglass

Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Dodge】to unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

If unit is within 2 spaces of any allies, grants Atk/Spd/Def/Res+4 to those allies during combat. 

【Dodge】

If unit's Spd > foe's Spd, 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%).

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
Dragon Gaze

Boosts damage by 30% of unit's Atk.

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

Boosts damage by 30% of unit's Atk.

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

Boosts damage by 25% of unit's Atk. If in combat against a dragon foe or beast foe, boosts damage by 50% instead of 25%. Disables non-Special skills that "reduce damage by X%."

Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Spd/Res Finish 1

If unit is within 3 spaces of an ally, grants Spd/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 1 ★
60
A
Spd/Res Finish 2

If unit is within 3 spaces of an ally, grants Spd/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 2 ★
120
A
Spd/Res Finish 3

If unit is within 3 spaces of an ally, grants Spd/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 4 ★
240
A
Lull Spd/Res 1

Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 3 ★
60
B
Lull Spd/Res 2

Inflicts Spd/Res-2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
120
B
Lull Spd/Res 3

Inflicts Spd/Res-3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Three Houses

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