- Default
- Attack
- Special
- Injured




Kliff - Curious Spirit |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 14 | 5 | 3 | 2 | 8 |
Middle | 15 | 6 | 4 | 3 | 9 |
High | 16 | 7 | 5 | 4 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 27 | 33 | 21 | 25 |
Middle | 37 | 30 | 37 | 25 | 28 |
High | 40 | 33 | 40 | 28 | 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. |
HP | ATK | SPD | DEF | RES |
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Boons
- +SPD: Kliff’s best overall boon regardless of his chosen weapon, as it enables him to both perform and deny follow-up attacks with relative ease, greatly enhancing his individual performance.
Neutral
- ATK: Kliff’s Attack stat is a bit of a mixed bag in that depending on his choice of weapon, it can either be a serviceable boon or is best left untouched -- if utilizing a Blade tome, an Attack boon can be a decent alternative should a Speed boon not be available but if making use of his personal tome, Sagittae, his Attack stat should remain neutral so as to not hinder his ability to activate his weapon’s effect.
- HP / DEF: Both of these stats should be left alone in order to preserve his respectable physical bulk (for a mage) of 62, which generally allows him to safely take a hit from an opposing physical damage dealing foe. Furthermore, taking a bane in either stat results in a four-point decrease as opposed to the usual three, making them both undesirable choices for a bane.
Banes
- -RES: Kliff is best off taking a Resistance bane, as this allows him to preserve his physical bulk while still retaining enough magical bulk to typically take a single hit from a non-green mage.
Skill Sets
Diamond Dust (Generalist)
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Sagittae | A | Close Counter Alternate: Fort. Def/Res 3 |
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Reposition | B | Chill Spd 3 |
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Aether Alternate: Bonfire |
C | Res Smoke 3 Alternate: Atk Smoke 3 |
IVs | S | Close Def 3 |
- Preferred IV: +SPD / -RES
- Weapon: Sagittae
- Assist: Reposition / Flexible
- Special: Aether / Blue Flame / Bonfire
- Passive A: Close Counter / Fortress Def/Res
- Passive B: Chill Spd / Guard
- Passive C: Res Smoke / Atk Smoke / Spd Smoke / Flexible
- Sacred Seal: Close Def / Quick Riposte
Kliff’s personal tome, Sagittae, has proven to be one of the more unique personal weapons released thus far, potentially granting the young villager with an impressive +5 boost to all of his stats aside from his HP. However, it comes with one huge caveat: Kliff must have at least five fewer Attack points than his opponent in order to activate Sagittae’s effect. Although this renders the tome’s effect to be rather unreliable, it can still be quite potent and transform Kliff into a unit capable of tackling a wide variety of threats under the proper circumstances.
For his Special, Aether is a strong choice that grants him concurrent sustain and damage output increase, on top of scoring well in Arena, allowing him to be self-sufficient as well as engage in extended combat. In exchange for losing out on Aether’s sustain in favor of more damage, Blue Flame can also be considered, though it will force Kliff to focus more on his matchups in the Enemy Phase in order to reliably meet its requirement of having an adjacent ally. On a budget, Bonfire is a solid option and will add on 16 points of damage each time upon activation, if assuming that Sagittae’s effect is active.
Close Counter is an excellent option to utilize as Kliff’s A slot skill as it adds on to his versatility and allows him to leverage his decent mixed bulk against melee and ranged foes alike in the Enemy Phase. With Sagittae’s effect and the Close Def seal, Kliff can reach an even 39/39 defensive spread while retaining his excellent Speed stat, enabling him to easily take on most forms of damage. On a budget, Kliff’s native Fortress Def/Res can be taken instead to dramatically increase his defensive stats, but this does come at the cost of losing coverage against melee opponents.
Kliff’s native Chill Spd is a powerful skill that allows him to forego the need for Quick Riposte altogether as foes who have enough Speed to avoid Kliff’s follow-up attack naturally are likely to be the ones targeted by Chill Spd's debuff, comfortably guaranteeing his ability to double on either phase; it also has the added benefit of providing team support. Alternatively, one can take Guard to strengthen his tanking capabilities and prevent his opponent from activating their Special; taking Guard in Kliff’s B slot does, however, require him to take Quick Riposte as his seal in order to guarantee his follow-up attack in the Enemy Phase.
Smoke skills pair well with this build’s playstyle, with the choice of which to take ultimately depending on personal preference. Res Smoke is a good option to increase his damage output whereas Atk Smoke can be taken to strengthen his survivability. If utilizing Guard + the Quick Riposte seal instead of Chill Spd, Spd Smoke can also be considered. Otherwise, Kliff’s C slot is flexible and can be filled with any skill that best supports his teammates.
Galaxian Explosion (Offensive Nuke)
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Blárblade+ | A | Atk/Spd Solo 3 Alternate: Fury 3 |
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Reposition | B | Desperation 3 |
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Glimmer | C | Odd Atk Wave 3 Alternate: Fortify Res 3 |
IVs | S | Speed +3 |
- Preferred IV: +SPD or +ATK / -RES
- Weapon: Blárblade+
- Assist: Reposition / Ardent Sacrifice / Flexible
- Special: Glimmer / Moonbow
- Passive A: Atk/Spd Solo / Swift Sparrow / Life and Death / Fury
- Passive B: Desperation
- Passive C: Odd Atk Wave / Even Spd Wave / Fortify Res / Flexible
- Sacred Seal: Speed +3 / Attack +3 / Heavy Blade
This build aims to maximize Kliff’s damage output through the use of the powerful Blárblade tome, trading in his personal weapon, Sagittae, in exchange for a much higher damage ceiling. However, this does come at the cost of him being much more reliant on receiving team support in the form of field buffs as well as on his ability to consistently perform follow-up attacks in order to truly excel. Accordingly, a Speed boon is ideal for this build, but an Attack boon can be a serviceable option should no other be available.
Similar to other Blade tome users, Kliff makes excellent use of Glimmer, boasting a relatively low Special cooldown on top of scaling exceedingly well with the additional damage granted by Blárblade’s effect. He can also take Moonbow as his chosen Special to help against opponents with exceptionally high Resistance stats.
Atk/Spd Solo pairs well with this build's playstyle, greatly enhancing Kliff's offensive potential through its strong boost to both of his offenses so long as he has no adjacent allies. Should Atk/Spd Solo be unavailable, Swift Sparrow can be taken to grant him a potent, albeit weaker, +4/+4 Atk/Spd increase on initiation. Another suitable alternative, Fury offers Kliff a solid overall +3 stat-boost, simultaneously strengthening his offensive potential and bulk. Lastly, Life and Death can also be considered, providing Kliff with a slightly stronger boost to his offenses in comparison to the aforementioned skills, but comes at the cost of significantly lowering his defenses. This cut to his defenses can be especially debilitating when working with a -HP or -DEF bane, making it worth considering taking Ardent Sacrifice as his chosen Assist skill in order to immediately drop him into Desperation’s HP threshold without relying on his ability to take a hit.
Desperation is Kliff’s ideal choice for a B slot skill and enables him to unleash powerful attacks upon his opponent in succession, provided that he is under its HP threshold. As for his C slot, Wave skills such as Odd Atk Wave and Even Spd Wave are good options to consider, as they allow him to be more self-sufficient in the way that he receives buffs as well as provide team support on odd or even-numbered turns. Otherwise, Kliff has no attachment to any particular C slot skill and can use any skill that best supports his teammates, such as his native Fortify Res.
Lastly, the Speed +3 and Attack +3 seals are both good choices to grant either of his offenses a solid +3 bump. Thanks to Blárblade’s effect, Kliff can also utilize the Heavy Blade seal to great effect and make use of stronger Specials such as Draconic Aura, effectively circumventing its otherwise long Special cooldown.
Introduction
Kliff, Curious Spirit, finally makes his long-awaited arrival as the final Ram villager to join the cast as a blue infantry mage. Thanks to his excellent base Speed stat of 37, Kliff will typically have no problem performing follow-up attacks on opposing foes, only facing difficulties in doing so against the fastest of opponents. Although not exceptional, Kliff has decent enough mixed bulk to safely take a hit from an opposing foe regardless of the type of damage they deal, granting him significant leeway in picking his matchups in comparison to some of his direct counterparts. On the other hand, his Attack stat is middling at best and leaves his damage output much to be desired without the adequate support.
His personal tome, Sagittae, allows him to function as an exceedingly capable generalist, potentially giving him a staggering +5 Atk/Spd/Def/Res boost so long as the proper conditions are met -- these conditions, however, are less than ideal. In order for Kliff to actually benefit from Sagittae’s effect, he must have at least five fewer Attack points than his opponent. Not only does this cause the tome itself to be unreliable in practice, but this also renders Kliff to be intolerant of any visible buffs to his Attack stat as receiving them hinders his ability to activate its effect, detracting from his ease of use. Nonetheless, with smart play, one can still utilize Sagittae to great effect or choose to replace it altogether in favor of Blárblade for a more offensively-oriented approach. Overall, although not overwhelmingly powerful, Kliff is a solid unit and can perform to the same effectiveness as his comparables given the proper support and build.
Strengths
Excellent Speed
Kliff’s base Speed stat of 37 is one of his greatest strengths and allows him to easily perform and deny follow-up attacks against the majority of the cast.
Decent Mixed Bulk
Kliff’s decent mixed bulk of 62 Defense (65 if equipped with Sagittae) and 65 Resistance is generally enough bulk to let him safely take a hit from an opposing foe.
Sagittae
Albeit unreliable in nature, Sagittae allows Kliff to differentiate himself from the other blue infantry mages, sacrificing some of his offensive potential in exchange for astounding versatility.
Weaknesses
Situational PRF
Sagittae’s activation requirement, to put it nicely, is unwieldy and although it can enable Kliff to potentially perform as a competent generalist at times, it can also function as nothing but as a 14 Might tome with no additional effects in others. Furthermore, Sagittae discourages the use of skills such as Hone Atk alongside Kliff, as receiving such buffs to his Attack lowers the probability of him activating Sagittae’s effect.
It is, however, worth noting that Kliff can receive support to his Attack in the form of Spurs and Drives as in-combat buffs are not accounted for in the calculation for Sagittae to activate.
Middling Attack
At a middling base value of 30, Kliff’s damage output typically falls far behind that of the other, stronger offensive blue infantry mages, rendering his offensive potential sorely outclassed without the prerequisite support.
Heavy Competition
Joining the already bloated pool of strong blue infantry mages, Kliff faces fierce competition to earn a spot on a team from other mages with a stronger offensive presence such as Ishtar, Ophelia, and Linde or those who fulfill a far more valuable niche like Micaiah.
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Sagittae | A | Brazen Atk/Def 3 |
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Rally Spd/Res+ | B | Desperation 3 |
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Luna | C | Res Smoke 3 |
S | Brazen Atk/Res 3 |
I'm surprised that no one has posted this build here yet. Sagittae only goes off of your fisible stats, so even though you can't buff him with field buffs, you can drive, spur, and brazen buff him to heck with in-combat buffs. Brazen Atk/Def and Brazen Atk/Res boost his attack by a whopping 14 and his defenses by 7 apiece while still being able to trigger Sagittae for another +5 to all stats. His high speed makes him a good candidate for desperation, and synergizes nicely with the Brazen skills. Res smoke is better if you want Kliff as a standalone unit, but he can run whatever he needs to here.
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Sagittae | A | Fort. Def/Res 3 |
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Ardent Sacrifice | B | Renewal 3 |
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Luna | C | Threaten Res 3 |
S | Fortress Res 3 |
Update: Minor improvements to this setup.
This setup is heavily geared towards Kliff's Sagittae tome. Because of it's passive effect, it encourages the player to have Kliff fight against enemies with very high ATK and discourages buffing Kliff's ATK or/and debuffing an enemy's ATK. With that in mind, it can be disorienting to get used to, but it's +5 to ATK, SPD, DEF, and RES buff during combat might be worth it. Fortress skills are a MUST in this setup in order to use Sagittae properly at it's fullest potential, especially if you can get 2 Fortress skills simultaneously. Luckily, Kliff already comes with Fortress Def/Res, which greatly increases his DEF and RES by fantastic amounts! Keep in mind that Sagittae grants +3 to his DEF, too. His seal should be either Fortress Def or Fortress Res depending on his stats (at Level 40.) Give him Fortress Def if his DEF needs to be increased and vise versa; give him Fortress Res if his RES needs to be increased. Ideally his DEF and RES should be roughly the same amount, so you can really get the most out of his tanking potential. In the case if he does get seriously hurt in a fight, Renewal will greatly benefit him. Additionally if he does have Renewal, equipping Ardent Sacrifice is optional, but might give him a bit more utility. However, his major weakness is damage output, especially with the passive effect of Sagittae and the sum of his Fortress skills' ATK banes. Giving him Threaten Res or possibly Res Ploy (assuming his RES is high enough) might be enough to counter his ATK bane. Since damage output can be below average at times, Luna can help remedy a bit along with Threaten Res or similar Res debuffs. Alternatively, Ignis or Glacies can be substituted instead.
Handy tips: Mage units on average tend to have pretty good RES, but poor DEF. There are a few instances where this is the other way around while they'll have good DEF, but poor RES (i.e. Merric, Boey, male and female Robin, etc.) Kliff is one of the few exceptions of a mage that can potentially have both good DEF and RES. Coupled with his Fortress skills and Sagittae's passive buff can make him a rather unorthodox tank. Even with that, it's still advised for Kliff to keep his distance away from any green enemies.
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Sagittae | A | Close Counter |
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Draw Back | B | Chill Spd 3 |
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Ignis | C | Hone Atk 3 |
S | Fortress Def 3 |
Close counter is good but could be replaced by fortress def/res 3. Hone atk is there for no real reason. Sagittae works best with low atk so that’s good. If the atk is low but def is high ignis is a no brainer.
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Sagittae | A | Fort. Def/Res 3 |
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Harsh Command | B | Chill Spd 3 |
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Luna | C | Spd Smoke 3 |
S | Spd Ploy 3 |
"...some say it was a single child, while others claim they were ambushed by a thousand archers. The only consistency among every account is that it was over before it even began. An entity faster than light itself, sapping the strength of others for his own means. Only the keenest of wits have managed to land a blow, but to no avail. I have named this child of destruction, Kliff: The Unwavering Dreamer."
This is what I like to call the Sleeper Kliff build. Sagittae gives a reliable +5 to all stats against anyone with 44+ atk (since an atk bane and Fortress Def/Res brings him down to 39 atk) while Fortress Def/Res 3 brings him up to a solid 34/34 before dragonflowers or merges. The anti-spd trifecta (Chill Spd 3, Spd Smoke 3, and Spd Ploy 3 seal) may seem a bit overkill when considering Kliff's 40 base spd with a boon, but it allows him to easily double even the fastest units and completely shut down units like Arya and Naesala. The potential -12 spd (-19 with Chill Spd) also slows down enemies enough to both help slower allies keep up and maximize the damage potential of an ally Arya or Naesala. Luna helps circumvent his lowered atk and Harsh Command helps counter penalties.
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Sagittae | A | Steady Stance 4 |
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Reposition | B | Dull Ranged 3 |
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Bonfire | C | Res Smoke 3 |
S | Brazen Atk/Res 3 |
Stall Kliff:
Steady stance 4 to prevent special Procs. Kliff is so bulky that specials are the only things consistently damage him.
Dull Ranged/Null C Disrupt: To prevent buffed up range units/Staffs/Fire-sweep users from pulling their shenanigans.
Res Smoke: Kliff has weak attack even with his +5 bonus, so res smoke will help him do more damage.
Brazen Attack (DEF/RES) Seals to increase Kliffs bulk even further making him even harder to kill.
Weapon Skills
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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40 | A |
![]() Inheritable by all units.
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100 | A |
![]() Inheritable by all units.
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200 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() Inheritable by all units.
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60 | B |
![]() Inheritable by all units.
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120 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem Echoes
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