Analysis by lordhelpme
Kliff - Curious Spirit


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 37
ATK 30
SPD 37
DEF 25
RES 28

Stat Variations

Level 1 Stat Variation
Low 14 5 3 2 8
Middle 15 6 4 3 9
High 16 7 5 4 10

Level 40 Stat Variations
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.


  • +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. 


  • 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. 


  • -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)

Build by
Sagittae A Close Counter
Alternate: Fort. Def/Res 3
Reposition B Chill Spd 3
Alternate: Bonfire
C Res Smoke 3
Alternate: Atk Smoke 3
IVsSClose Def 3

Show Explanation/Analysis
  • 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)

Build by
Blárblade+ A Atk/Spd Solo 3
Alternate: Fury 3
Reposition B Desperation 3
Glimmer C Odd Atk Wave 3
Alternate: Fortify Res 3
IVsSSpeed +3

Show Explanation/Analysis
  • 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. 


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. 


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. 


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. 


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. 

Weapon Skills

Weapons SP Rng. Mt.
Blue Tome Users Only
50 2 4
Blue Tome Users Only
100 2 6
Blue Tome Users Only
200 2 9
SagittaeGrants Def+3. At start of combat, if foe's Atk ≥ unit's Atk+5, grants Atk/Spd/Def/Res+5 during combat.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising LightBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
150 4
Growing LightBefore combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Fortress Def 1Grants Def+3. Inflicts Atk-3.
Inheritable by all units.
Fort. Def/Res 1Grants Def/Res+3. Inflicts Atk-3.
Inheritable by all units.
Fort. Def/Res 2Grants Def/Res+4. Inflicts Atk-3.
Inheritable by all units.
Fort. Def/Res 3Grants Def/Res+6. Inflicts Atk-2.
Inheritable by all units.
Unlocks at 5 ★
Chill Spd 1At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Chill Spd 2At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Chill Spd 3At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Unlocks at 5 ★
Fortify Res 1Grants adajacent allies Res+2 through their next actions at the start of each turn.
Inheritable by all units.
Fortify Res 2Grants adajacent allies Res+3 through their next actions at the start of each turn.
Inheritable by all units.
Fortify Res 3Grants adjacent allies Res+4 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem Echoes

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