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Analysis by Naz
Kris (M) - Unknown Hero

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 40
ATK 37
SPD 40
DEF 30
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 9 7 5
Middle 18 9 10 8 6
High 19 10 11 9 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 34 37 26 22
Middle 40 37 40 30 25
High 43 40 44 33 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'll come up with a creative build name later (Enemy Phase)

Build by Naz
Recommended
Blade of Shadows A Distant Counter
Reposition B Spurn 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+SPD or +ATK

SSpd/Res Solo 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Blade of Shadows

  • The combination of slaying, own debuff nullification, and inflicting debuffs on the foe when initiated on make Blade of Shadows a premier Enemy Phase weapon and a standout in PvP modes.

Assist: Reposition

Special: Sol / Noontime / Aether

  • Healing Specials such as Sol and Noontime are the most effective options for increasing Kris’ sustainability. In exchange for a longer cooldown, one can also choose to run Aether for a significant damage boost on top of healing. 

Passive A: Distant Counter

  • Distant Counter is a necessity, as it grants Kris much greater coverage by allowing him to retaliate against ranged opponents.

Passive B: Spurn

  • Kris’ innate Spurn is the premium in B slot options. In addition to % damage reduction scaling off of Kris’ exceptional Spd stat, Spurn provides an additional +5 damage upon Special activation when under 75% health. 

Passive C: Smoke Skills / Flexible

  • Smoke skills such as Pulse Smoke are very effective when taking on multiple opponents. Pulse Smoke is particularly effective in reducing the damage of opponents around the target after combat by slowing down the activation of their Special.
  • A stat debuffer such as Atk Smoke also does well to accomplish this while Res Smoke allows Kris to deal additional damage to inflicted opponents.
  • The C slot can otherwise be replaced as needed to suit the team.

Sacred Seal: Spd/Res Solo / Mirror Stance / Quick Riposte

  • Spd/Res Solo and Mirror Stance are among a variety of good Sacred Seal options that provide in combat boosts to key stats.
  • While Quick Riposte might seem excessive on a unit with as much Speed as Kris, it actually has a very notable use, particularly in Aether Raids by allowing Kris to break through skills that prevent follow-up attacks (such as Sturdy Impact or Blazing Durandal) and to take down units that manage to tie his Speed.

I'm still playing FE12 (Galeforce)

Build by Naz
Blade of Shadows A Flashing Blade 4
Alternate: Swift Sparrow 3
Reposition B Wings of Mercy 3
Alternate: Null Follow-Up 3
Galeforce C Joint Drive Spd
Alternate: Joint Drive Atk
IVs

+SPD or +ATK

SSwift Sparrow 2
Alternate: Darting Blow 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD

  • Naturally, Kris appreciates an asset in Attack or Speed to compliment the offensive nature of this set. 

Weapon: Blade of Shadows

  • Despite appearing as a primarily Enemy Phase-centric weapon, Blade of Shadows’ debuff effect also activating against foes with full health as well as -1 special cooldown make it a great choice for a Galeforce build. 

Assist: Reposition

Special: Galeforce

Passive A: Flashing Blade 4 / Swift Sparrow / Fury

  • Flashing Blade 4 makes for a particularly strong choice when running Galeforce. In addition to accelerating his Special cooldown, it also grants a boost of up to 5 true damage per hit depending on how much Speed Kris has over his opponent. 
  • For a purely offensive option to break through the bulkiest opponents, Swift Sparrow 3 grants Kris one of the biggest boosts to his offensive stats on initiation. 
  • If the aforementioned skills are unavailable, Fury makes for a perfectly serviceable budget option by granting a solid boost to all of Kris’ stats at the cost of damage taken after combat.

Passive B: Null Follow-up / Wings of Mercy / Desperation

  • Null Follow-Up allows Kris to bypass any skills that might prevent him from doubling such as Wary Fighter and Fell Breath.
  • Wings is Mercy is extremely useful for moving around the map, as it allows you to move adjacent to any ally under 50% HP. This is especially effective when running Kris alongside other Galeforce units in order to take out as many opponents in one turn as possible.

Passive C: Join Drive Spd / Flexible

  • Join Drive Spd makes for a very effective C slot option when utilizing galeforce, as it grants an additional +4 Speed to both Kris as well as any nearby allies when they are within two spaces. 

Sacred Seal: Swift Sparrow / Darting Blow / Flashing/Heavy Blade

  • Granted you are already utilizing Flashing Blade in your A slot, Swift Sparrow and Darting Blow make for great choices Sacred Seal thanks to the offensive stat boosts they grant on initiation. Otherwise, Flashing Blade or Heavy Blade are essential for Kris to activate Galeforce in a single round of combat.

Strengths

Blade of Shadow

Neutralizing debuffs, inflicting -5 to foe’s stats, and with slaying as icing on the cake, Blade of a Shadow is a truly standout weapon.

Stellar Offensive Statline

Kris’ high-end offensive spread of 37 Attack and 40 Speed allows him to naturally deal significant damage as well as easily double most opponents.

Infantry

Thanks to his status as an infantry unit, Kris gets to enjoy a wide variety of skills exclusive only to certain movement types such as Spurn, Null Follow-up, Special Spiral, etc.

Weaknesses

.

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
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Blade of Shadows

Accelerates Special trigger (cooldown count -1).

If foe initiates combat or if foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Spd/Def-5 on foe during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Daylight

Restores HP = 30% of damage dealt.

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

Restores HP = 30% of damage dealt.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Speed +1

Grants Spd+1

Inheritable by all units.
Unlocks at 1 ★
30
A
HP/Spd 1

Grants HP+3, Spd+1.

Inheritable by all units.
Unlocks at 2 ★
100
A
HP/Spd 2

Grants HP+4, Spd +2.

Inheritable by all units.
Unlocks at 4 ★
200
A
Spurn 1

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 × 2 (max 20%). If unit's HP ≤ 25% and unit's attack can trigger their Special, deals +5 damage when Special triggers.

Infantry Sword, Lance & Axe Only
Unlocks at 3 ★
60
B
Spurn 2

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 × 3 (max 30%). If unit's HP ≤ 50% and unit's attack can trigger their Special, deals +5 damage when Special triggers.

Infantry Sword, Lance & Axe Only
Unlocks at 4 ★
120
B
Spurn 3

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%). If unit's HP ≤ 75% and unit's attack can trigger their Special, deals +5 damage when Special triggers.

Infantry Sword, Lance & Axe Only
Unlocks at 5 ★
240
B
Spur Atk 1

Grants Atk+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
50
C
Drive Atk 1

Grants Atk+2 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 3 ★
120
C
Drive Atk 2

Grants Atk+3 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 4 ★
240
C
Joint Drive Atk

Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: New Mystery of the Emblem

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