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Klein - Silver Nobleman

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
148
HP 40
ATK 31
SPD 33
DEF 20
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 8 6 4 4
Middle 18 9 7 5 5
High 19 10 8 6 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 36 27 30 17 21
Middle 40 31 33 20 24
High 43 34 36 23 28

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

Assets

  • +ATK: An Attack Asset is an excellent choice to bolster his stellar raw damage output further, enabling him to easily secure ORKOs against opposing foes. In particular, this pairs exceptionally well with builds aiming to maximize the strength of his first two strikes, though it can see formidable use with other sets as well depending on the amount of team support he receives.

  • +SPD: Alternatively, a Speed Asset can be taken to effectively offset Argent Bow’s -2 Speed penalty and enable Klein to inflict tremendous amounts of damage through a quad strike set-up.

Neutral

  • DEF: Klein’s base Defense stat is quite low, however, it is still best left neutral since his physical bulk is generally just enough to let him withstand a single hit from a physical damage dealing foe.

  • HP: As the main contributor to his overall bulk, Klein’s HP stat should also remain untouched if possible. Additionally, this stat makes for a particularly poor choice of Flaw as lowering it results in a four-point reduction as opposed to the typical three, heavily detracting from his ability to survive an enemy counterattack.

Flaws

  • -RES: Although Klein’s Resistance is not his weakest stat, lowering it allows Klein to retain his physical bulk intact while still possessing enough magical bulk to typically be able to tank a hit from an opposing mage, making it his safest overall choice for a Flaw.

Skill Sets

Sterling Cyclone (Offensive Nuke)

Build by
Recommended
Argent Bow (+Eff) A Death Blow (3 or 4)
Alternate: Sturdy Impact
Reposition B Special Spiral 3
Draconic Aura
Alternate: Luna
C Odd Atk Wave 3
Alternate: Threaten Def 3
IVsSAttack +3

Show Explanation/Analysis

Preferred IV: +ATK / -RES

A relatively straightforward build aiming to maximize Klein’s damage output in the Player Phase, particularly the power of his first two strikes. Accordingly, an Attack Asset is his ideal choice of IVs for this build, with the +3 Attack it provides essentially translating to a significant +6 damage boost given the nature of Brave weapons like Argent Bow. Providing him with accompanying buffs to his Attack stat in addition to potentially taking the Attack +3 seal is thus highly recommended as well to further augment his ORKO potential.

Weapon: Argent Bow (+Eff)

  • Klein’s personal weapon, Argent Bow, functions essentially as an upgraded version of a regular Brave Bow, boasting slightly higher Might and a lesser Speed reduction. Combined with his decent base offensive stats, this weapon allows Klein to deal a substantial amount of damage with relative ease.

  • Argent Bow also possesses the benefit of carrying built-in Chill Def through its unique weapon refine. This grants him immense flexibility in choosing a B slot skill, a characteristic which he can utilize to bolster his offensive potential even further through the use of other skills like Special Spiral.

Assist: Reposition / Flexible

Special: Draconic Aura / Luna / Blue Flame / Dragon Fang

  • When utilized in tandem with Special Spiral, Specials with a cooldown of 3 will be able to activate in every round of combat following their initial activation, making them his strongest (and most consistent) options here. The choice of which to actually use, however, is largely up to personal preference, with each of the Specials available to him having their own share of respective strengths and shortcomings:

    • Draconic Aura scales well with this build’s strong focus on building upon his raw damage output, but it does require him to constantly maintain a reasonable level of Attack in order to be as consistent as other options. In simpler terms, this means that Draconic Aura’s overall effectiveness can suffer should Klein not be properly supported or invested in.

    • Luna can be especially helpful when facing off against particularly bulky foes who would otherwise pose a significant threat, but carries the risk of potentially producing reduced damage output increase if fighting against an opponent inflicted by Argent Bow’s built-in Chill Def.

    • Blue Flame offers Klein the highest damage potential of all the aforementioned options, but its adjacency requirement renders it somewhat difficult to utilize effectively in practice given this build’s offensively oriented playstyle.

  • If providing him with enough support and investment such that Klein can consistently activate Heavy Blade against opposing foes, Dragon Fang can be taken instead and will similarly activate in every round of combat following its initial activation.

Passive A: Death Blow / Sturdy Impact

  • Death Blow 4 (or if it is unavailable, Klein’s native Death Blow 3) is ideal due to its immense synergy with this build’s intended playstyle, granting him a massive boost to his damage output upon initiation.

  • Sturdy Impact is a high investment option that can also be considered should one wish to make initiating combat much safer. In addition to providing him with a strong +6 Attack boost, Sturdy Impact imparts Klein’s survivability with a tremendous improvement through its additional +10 boost to his Defense stat and negation of his opponent’s follow-up attack upon initiation.

Passive B: Special Spiral

  • Thanks to Klein’s inherent access to Chill Def through Argent Bow’s weapon refine, he can take Special Spiral as his chosen B slot skill instead. This enables him to heighten his damage output further through the unique ability to consistently activate Specials with relatively long cooldowns in each round of combat.

Passive C: Odd Atk Wave / Threaten Def / Flexible

  • In addition to letting him to potentially provide team support on odd-numbered turns, Odd Atk Wave allows Klein to be considerably more self-sufficient. It is not entirely necessary for him to function properly, though, and can be simply replicated through team support should it be unavailable.

  • On a budget, Threaten Def can be a decent option to similarly help increase Klein’s damage output, but it can be somewhat redundant given Argent Bow’s access to built-in Chill Def. Otherwise, any C slot that most greatly benefits his team can be used here.

Sacred Seal: Attack +3 / Heavy Blade

  • The Attack +3 seal (or any of its variants) is a fantastic option to increase his offensive potential even more.

  • If providing him with a substantial amount of support and investment to his Attack stat, the Heavy Blade seal can be taken instead to alternately enhance his damage output through faster Special activations.

The Archer General (Offensive Nuke)

Build by
Recommended
Argent Bow (+Eff) A Atk/Spd Solo 3
Alternate: Fury (3 or 4)
Reposition B Desperation 3
Alternate: Null Follow-Up 3
Luna
Alternate: Draconic Aura
C Even Spd Wave 3
Alternate: Threaten Spd 3
IVsSDarting Blow 3
Alternate: Atk/Spd 2

Show Explanation/Analysis

Preferred IV: +SPD -RES

Klein can also utilize a standard quad strike set-up to great effect. A Speed Asset is of the utmost necessity for this build as he will be entirely reliant on his ability to consistently perform follow-up attacks through normal means for his damage output.

Weapon: Argent Bow (+Eff)

Assist: Reposition

Special: Luna / Draconic Aura / Blue Flame

  • For his Special, those with a three-turn cooldown -- such as Luna, Draconic Aura, and Blue Flame -- remain his strongest option as they all possess the capacity to activate in each round of combat, provided that he can land a quad strike; otherwise, such Specials will only activate in every other round of combat. The matter of which to actually take will ultimately boil down to a matter of personal preference and skill availability.

Passive A: Atk/Spd Solo / Swift Sparrow / Fury / Life and Death / Brazen Atk/Spd

  • Atk/Spd Solo is a stellar choice of A slot skill, providing Klein with the means to maximize his offensive potential through its phenomenal boost to both of his offensive stats -- all without detracting from his overall bulk or requiring an extensive amount of additional set-up beforehand. It does come attached with a positioning requirement, however, this will generally prove to be inconsequential as he will generally be away from his allies when initiating combat regardless.

  • If it is unavailable (which is understandable given its scarce availability), Swift Sparrow and Fury are considerably cheaper and inarguably more readily available skills that serve to similarly strengthen his combat prowess.

  • Life and Death and Brazen Atk/Spd are decent options as well, though only if one is able to provide Klein with the prerequisite support necessary for them to be considered viable substitutes, such as pairing him alongside an ally equipped with Reciprocal Aid to instantly drop him into Desperation’s HP threshold.

Passive B: Desperation / Null Follow-Up / Chill Spd

  • Desperation is the standard B slot skill for most offensive nukes sporting relatively low defensive stats and Klein is no exception. This skill provides him with the ability to potentially unleash four powerful strikes on his opponent before they even have the chance to counterattack once he reaches its HP threshold, ensuring that he will be able to engage in extended rounds of combat, regardless of how much damage he may have taken.

  • Should one be confident in Klein’s ability to freely initiate combat without the use of Desperation, this leaves his B slot open to other alternatives, most notable of which being Null Follow-Up and Chill Spd. Null Follow-Up ensures that Klein can bypass the effects of skills such as Wary Fighter that would otherwise prevent him from landing a quad strike, whereas Chill Spd is especially useful in assisting the young archer take down opposing speedsters who would have otherwise been quite troublesome.

Passive C: Even Spd Wave / Spd Smoke / Flexible

  • In addition to letting him to potentially provide team support on odd-numbered turns, Even Spd Wave allows Klein to be considerably more self-sufficient. It is not entirely necessary for him to function properly, however, and can be simply replicated through team support should it be unavailable.

  • On a budget, Threaten Spd can be a decent option to similarly help increase Klein’s ability to perform follow-up attacks, though consistently landing its debuff via careful positioning can prove to be somewhat inconvenient. Otherwise, any C slot that most greatly benefits his team can be used here.

Sacred Seal: Darting Blow / Speed +3 / Atk/Spd 2

  • Combined with the effects of other Speed-boosting skills, the Darting Blow seal allows Klein to perform quad strikes quite reliably, making it his ideal choice.

  • Any of the other standard offensive stat-boosting seals, such as the Atk/Spd 2 seal, the Speed +3 seal, or any of their variants, may also be used her to similarly improve his combat prowess, albeit to a considerably lesser extent.

Introduction

Son of Count Reglay of Etruria and Lady of Violets, Pent and Louise, Klein enters the game as an infantry archer sporting a relatively decent offensive spread of 31/33, inherently granting him a reasonable amount of combat prowess. Defensively, he suffers quite significantly, as his low base Defense and Resistance stats render him extremely susceptible to any sort of sustained offensive pressure. Fortunately enough, his good HP pool for an archer allows him to bypass this weakness to an extent in the sense that he generally has sufficient enough bulk such that he can safely take a single hit from an opposing foe. Klein also has the additional benefit of possessing excellent availability, making it quite easy to accumulate merges and good IVs for him.

Klein’s truly defining feature, though, is his newly acquired personal weapon, Argent Bow. At face value, this weapon essentially functions as a vastly improved version of Klein’s base Brave Bow with its slightly higher Might, a lesser Speed reduction, but most importantly, built-in Chill Def via its unique weapon refine. This combination of effects allows Klein to effectively bypass his previous mediocrity through a significant improvement to his offensive capabilities, transforming him into an exceedingly capable combatant to his own right. This is only further bolstered by the fact that unlike many other users of Brave Bow who commonly have to sacrifice their B slot to run Chill Def, Klein has no need to do so and possesses the flexibility of being able to choose from a vast array of other B slot skills to further augment his individual performance, such as Special Spiral, Null Follow-Up, or another Chill.

Overall, Klein is a fantastic offensive frontliner whose decent offensive stats and stellar personal weapon in Argent Bow make him one of the stronger archers around, not to mention one of the most readily available as well.

Strengths

Argent Bow 

Klein’s personal weapon, Argent Bow, enables the young archer to assert himself as a powerful offensive force in the Player Phase, heightening his overall damage potential quite significantly.

Decent Offensive Stats

Klein’s decent offensive spread allows him to make good use of Argent Bow to function as an excellent source of damage output, especially when provided with the proper investment and team support.

Just Enough Bulk

Sporting a neutral physical and magical bulk of 60 and 64 respectively, Klein generally has just enough bulk to safely take a single hit from an opposing foe, regardless of the type of damage they deal.

Excellent Availability

Klein is currently available in the 3-4* pool, making acquiring merges and ideal IVs for him a relatively easier task in comparison to most of his direct competition.

Weaknesses

Low Defensive Stats

Klein’s bulk is largely attributed to his good HP pool and while this does allow him to safely take a singular hit in retaliation, his low defensive stats render him extremely susceptible to sustained offensive pressure.

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Only Inheritable by Bow users.
100 2 6
Brave Bow

Spd-5. Effective against flying units.

Attacks twice if unit initiates combat.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 4
Brave Bow+

Spd-5. Effective against flying units.

Attacks twice if unit initiates combat.

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 7
Argent Bow

Effective against flying foes. Inflicts Spd-2. If unit initiates combat, unit attacks twice.

Unlocks at 5 ★
400 2 8
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling Wind

Boosts damage dealt by 50% of unit's Res.

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

Boosts damage dealt by 80% of unit's Res.

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

Passive Skills

Passive Skills SP Slot
Death Blow 1

If unit initiates combat, grants Atk+2 during combat.

Non-inheritable by Staff-wielding units.
50
A
Death Blow 2

If unit initiates combat, grants Atk+4 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
100
A
Death Blow 3

If unit initiates combat, grants Atk+6 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Quick Riposte 1

Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.

Inheritable by all units.
Unlocks at 3 ★
60
B
Quick Riposte 2

Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.

Inheritable by all units.
Unlocks at 4 ★
120
B
Quick Riposte 3

Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.

Inheritable by all units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: The Binding Blade

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