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Legendary Alm

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Table of Contents

Tier Rating

Analysis by Cecil
Legendary Alm - Saint-King

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 40
ATK 37
SPD 37
DEF 26
RES 22

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 10 3 2
Middle 18 11 11 4 3
High 19 12 12 5 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 34 34 22 19
Middle 40 37 37 26 22
High 43 40 40 29 26

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: Attack is better for Brave Bow sets and variants of Firesweep. Extra damage is always useful, and can let Alm snag some extra OHKO’s.

  • +SPD: Speed is the safer choice for his flagship set, and helps him activate Flashing Blade more often. Alm relies on his incredible Speed for follow-up attacks.

Neutral

  • HP: Alm is geared for offense, but since his HP affects his overall tankiness, it should not be reduced. A flaw in HP will reduce the stat by four, making it undesirable.

  • DEF: Alm’s Defense is largely inconsequential, although a flaw in it will reduce his Defense by four.

Flaws

  • -RES: Resistance is Alm’s only defensive stat to not be reduced by four with flaw, making it a solid choice for one.

Skill Sets

Alm Might (Offensive Generalist)

Recommended
Luna Arc A Atk/Spd Solo 3
Alternate: Darting Blow 4
Rally Def/Res+
Alternate: Draw Back
B Guard 3
Alternate: Null Follow-Up 3
Lunar Flash C Atk Tactic 3
Alternate: Odd Atk Wave 3
SP2120SFlashing Blade 3
Alternate: Chill Atk 3

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK or +SPD / -RES

  • Weapon: Luna Arc

  • Assist: Rally Def/Res+ / Draw Back

  • Special: Lunar Flash

  • Passive A: Atk/Spd Solo / Fury / Darting Blow

  • Passive B: Guard / Null Follow-Up

  • Passive C: Atk Tactic / Def Tactic / Odd Atk Wave

  • Sacred Seal: Flashing Blade / Chill Atk

Alm’s flagship set is offensive in nature, and designed to see him through difficult fights with the right mix of skills and stats. This is also his cheapest option, making it Alm’s budget build. It needs no support, although Attack and Speed boosts will make it significantly more potent.

The core purpose of this build is to charge and activate Lunar Flash in a single round of combat. Atk/Spd Solo gives Alm an extra helping of stats, and brings his base Speed to a massive 49 with an asset. Fury or Darting Blow are acceptable alternatives, although Darting Blow will leave his offenses weak.

Guard is of key importance, preventing foes from triggering Specials after Alm’s first attack. This will save his life against Wrath and Special Fighter users. The other choice is Null Follow-Up, which lets Alm cut through units with Wary Fighter and Bowbreaker.

Flashing Blade allows Alm to get Lunar Flash off after one attack, and combines with Guard to help Alm win the Special race. Chill Atk is a good secondary option when using Null Follow-Up, as it will let him survive slightly stronger counterattacks. He should run a Tactic skill for mixed team buffs, and combined with Rally Def/Res+ allows Alm to support an ally on the field.

Twin Lion? (All-Out Attacker)

Brave Bow+ A Atk/Spd Solo 3
Alternate: Death Blow (3 or 4)
Rally Def/Res+ B Chill Def 3
Lunar Flash C Atk Tactic 3
Alternate: Odd Atk Wave 3
SP2480SFlashing Blade 3
Alternate: Quickened Pulse

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK or +SPD / -RES

  • Weapon: Brave Bow+

  • Assist: Rally Def/Res+

  • Special: Lunar Flash

  • Passive A: Atk/Spd Solo / Death Blow

  • Passive B: Chill Def

  • Passive C: Atk Tactic / Odd Atk Wave

  • Sacred Seal: Flashing Blade / Quickened Pulse

The classic Brave Bow set is back, and even the mighty Alm is no match for its cookie cutter greatness. This set actually has more raw power than his Luna Arc set, although it’s less flexible, much worse when defending, and requires more investment. It’s also not recommended for Speed asset Alms, since the small Attack increase from an Attack asset is applied twice on every initiation.

Atk/Spd Solo is selected over Death Blow to maximise quad-attack potential, although Death Blow works exceptionally well. Chill Def works a treat in debuffing enemy defense, giving Alm an effective boost to Attack. Flashing Blade is a staple once more, although it can be replaced with Quickened Pulse, as his Speed won’t be high enough to trigger it as reliably.

Introduction

Alm’s legendary form is finally here (and is the answer to long-echoing fan cries for an Alm alt). He’s a colorless archer who can be summoned at five star rarity, and is a Legendary Hero to boot! He’s typecast as a deadly attacker thanks to his impressive offensive stats, and finds himself among the strongest ranged offense units due to his personal weapon and Special.

There’s a lot to like about Alm: At a cursory glance, his 37 base Attack and Speed put him a cut above his opposition. This is the highest Attack and Speed seen thus far on an archer, beating out competitors like Halloween Niles and Bridal Cordelia with ease. But what truly sets Alm apart is his personal weapon and Special.

Alm’s Luna Arc is a fantastic bow that allows him to pierce through the Defense of his prey. It helps him break through targets that other archers simply can’t. Luna Arc has great damage scaling and charge time, allowing Alm to put his opponents down in a single combat round. Overall, Alm is an offensive monster with the stats and skills to shoot down almost any unit.

Strengths

Incredible base Attack and Speed

The secret to Alm’s offensive prowess lies in his base 37 Attack and Speed. These stats give Alm the edge on his opponents, and with the +3 Speed from Luna Arc, allow him to score follow-up attacks on faster units. Alm’s base stats let him excel with other weapons such as the Firesweep Bow and Brave Bow.

Wields the powerful Luna Arc

Alm is in possession of one of the best personal weapons, the Luna Arc. It adds to his Speed with a +3 bonus, and adds a straight damage boost based on the opponent’s Defense. This gives Alm the practical effect of a Moonbow Special on every attack, albeit at 25% ignore instead of 30%. This enables Alm to do much better against extreme physical walls than other archers.

Can use a personal Special, Lunar Flash

Lunar Flash is the perfect Special for Alm, scaling based on his Speed, and providing even more Defense penetration. It’s fast charge time of two allows Alm to fire it off in a single round of combat, utilising skills such as Flashing Blade or Quickened Pulse.

Weaknesses

Reliant on his Speed

Alm is very reliant on his Speed, meaning that foes who can strip that advantage from him can win the upper hand. Opponents who can reduce Alm’s Speed with abilities like Chill Spd or Spd Ploy will greatly lessen his threat.

Not especially tanky

Alm has great stats for a ranged infantry, but opponents with Wrath or Special Fighter can tank his initial blow and retaliate with a OHKO. Alm needs a Firesweep Bow to prevent follow-ups, but doing so weakens him against sturdier foes.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Only Inheritable by Bow users.
200 2 9
Luna ArcEffective against flying foes. Grants Spd+3. If unit initiates combat, deals damage = 25% of foe's Def. (Ignores reductions to Def from special skills like Lunar Flash)
Learns by default at 5 ★
Unlocks at 5 ★
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Non-inheritable by Staff-wielding units.
200 2
Lunar FlashTreats foe's Def/Res as if ignored by 20% during combat. Boosts damage by 20% of unit's Spd. 500 2

Passive Skills

Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
50
A
Darting Blow 2Grants Spd+4 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
100
A
Darting Blow 3Grants Spd+6 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
200
A
Darting Blow 4If unit initiates combat, grants Spd+9 during combat.
Non-inheritable by Staff-wielding units.
300
A
Null Follow-Up 1At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Infantry Units Only
60
B
Null Follow-Up 2At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Infantry Units Only
120
B
Null Follow-Up 3Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Infantry Units Only
240
B
Odd Atk Wave 1At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
60
C
Odd Atk Wave 2At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
120
C
Odd Atk Wave 3At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem Gaiden

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