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Legendary Alm

Analysis by Chibi_Chu
Legendary Alm - Saint-King

5

Obtainable as a 5 only

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

Skill Sets

Valentia’s Unifier (General Offense / Aether Raids Defense)

Build by Chibi_Chu
Recommended
Luna Arc (+Eff) A Atk/Spd Boosting A Slot
Positional Assist
Alternate: Rally Assist
B Null Follow-Up 3
Alternate: Watersweep 3
Lunar Flash II C Time's Pulse 3
IVs

+Atk and/or +Spd / -HP or -Def or -Res

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Luna Arc (+Eff) 

Assist: Positional Assist / Rally Assist / Assistless 

Special: Lunar Flash II 

Passive A: Atk/Spd Boosting A Slot 

Passive B: Null Follow-Up / Watersweep

Passive C: Time’s Pulse 

Sacred Seal: Atk/Spd Solo / Blade Session 

  • With Alm's personal skills leaning solely toward maximizing damage, this set is rather straight-forward, with small variations specifically for Aether Raids Defense.
  • Luna Arc and Lunar Flash II make Alm an immensely effective ranged nuke; the former packs Guard nullification, +10 Atk/Spd, true damage = 25% of the enemy’s Def, and Windsweep, while the latter grants percentage-based damage reduction neutralization, additional damage equal to 20% of Alm’s Spd, and 20% enemy Def reduction.
  • Atk/Spd Boosting A slots such as Atk/Spd Ideal 4, Atk/Spd Push 4, Life and Death (3 or 4), and Swift Sparrow (2 or 3) work well, as they all increase Alm’s offensive capabilities on different conditions or drawbacks. The former in particular should be noted, as Alm gets +7 Atk/Spd if he has either 100% HP or a Bonus effect, but +9 if both are achieved, making it his highest damage ceiling that is relatively easy to achieve.
  • Null Follow-Up neutralizes effects that prevent Alm’s follow-up and guarantee the enemy’s, making it a vital skill for consistency and survivability in a pinch.
  • Time’s Pulse reduces Lunar Flash II’s cooldown to 1, allowing Alm to activate it on his follow-up regardless of whether the enemy counterattacks or not.
  • Predictably, Atk/Spd Boosting Sacred Seals such as Atk/Spd Solo and Blade Session are also ideal, with the former granting +6 Atk/Spd if Alm is not adjacent to any allies and the latter granting +3, +6, or +9 Atk/Spd if zero, one, or at least two allies have already moved.
  • Changes for Aether Raids Defense:
    • A Rally Assist or no Assist at all may be better than a Positional Assist to manipulate AI and allow Alm to extend his range by jumping out to rally an ally (former) or move before allies with Assists (latter).
    • AR-D Atk/Spd is an A slot to consider, as it can grant up to +10 (or +11) Atk/Spd if at least five defensive structures are intact.
    • Watersweep allows Alm full Firesweep on Spd conditions, but prevents his follow-up. Bridal Catria can help patch this, as the 【Triangle Attack】effect from Wedding-Bell Axe grants him a conditional Brave effect, allowing him to attack two times via a Brave effect rather than a follow-up.

Strengths

Solid Offenses

Remember when an Archer with 37/37 offenses was unprecedented? Not so much anymore, but Alm’s offenses still more than suffice, especially with the litany of in-combat buffs he can attain.

Luna Arc

Having been left in the dust by many of his Archer peers, Alm returns with a long-awaited refine that helps re-establish him at the top of the Archer hierarchy.

  • In addition to still granting +3 base Spd and true damage = 25% of the enemy’s Def, Luna Arc also grants +5 Atk/Spd during combat. The true damage and +5 Atk/Spd are locked behind the lenient condition of either initiating or being within two spaces of an ally, so they are practically a given. Note that the true damage is not reduced by Specials that reduce the enemy’s Def on activation.
  • If Alm’s HP is ≥ 25% at the start of combat, he gains an additional +5 Atk/Spd during combat, counterattack prevention against physical enemies if his Spd is ≥ 5 more than the enemy’s, and Guard nullification.

With +10 Atk, +13 Spd, Windsweep without the self-follow-up prevention, Guard nullification, and significant true damage, Alm can pack a punch with Luna Arc alone.

Lunar Flash II

While Luna Arc is a very strong weapon, it in combination with Lunar Flash II is what makes Alm a remarkably potent offensive force; like base Lunar Flash, it increases damage by 20% of Alm’s Spd and ignores 20% of the enemy’s Def. On top of these effects, however, it also neutralizes non-Special, percentage-based damage reduction effects (such as those from Summer Edelgard’s Regal Sunshade, Fallen Rhea’s True Dragon Wall, and Halloween Myrrh’s Spirit Breath), improving Alm’s damage consistency and matchups against meta picks, most of which have some form of damage reduction (or receive damage reduction from effects like Flayn’s Caduceus Staff and Elimine’s Holy Ground).

Infantry Advantages

Access to skills such as Null Follow-Up and Time’s Pulse help secure Alm’s damage output and consistent Special activations. Conveniently, these skills are also in his base kit!

Weaknesses

Poor Defenses

Although Luna Arc’s Windsweep effect lets him safely initiate against physical enemies, he should be wary of Enemy Phase combat, magical enemies, and Null C-Disrupt.

Increasing Prevalence of Magical Enemies

At the time of writing, Far Save Armors are a mixed bag between dealing physical and magical damage; as such, Alm’s Windsweep effect could be inconsistent in ensuring his survival. This can be circumvented via Bridal Catria’s【Triangle Attack】effect from Wedding-Bell Axe, which grants Alm a conditional Brave effect to guarantee he lands at least two hits, one of which will be boosted by Lunar Flash II as long as his Special cooldown is one or lower (from Time’s Pulse and/or external Special charges). Since he is attacking twice anyway, he can also replace Null Follow-Up for Watersweep to guarantee his survival while still boasting strong damage output.

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.

Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Only Inheritable by Bow users.
200 2 9
Luna Arc

Effective 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 Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if ignored by 20% during combat. Boosts damage by 20% of unit's Spd.

Unlocks at 5 ★
500 2
Lunar Flash II

Treats foe's Def/Res as if reduced by 20% during combat. Boosts damage by 20% of unit's Spd. Neutralizes "reduces damage by X%" effects from non-Special skills.

Unlocks at 5 ★
500 2

Passive Skills

Passive Skills SP Slot
Darting Blow 1

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

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

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

Non-inheritable by Staff-wielding units.
100
A
Darting Blow 3

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

Non-inheritable by Staff-wielding units.
200
A
Darting Blow 4

If unit initiates combat, grants Spd+9 during combat.

Non-inheritable by Staff-wielding units.
300
A
Null Follow-Up 1

At 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 2

At 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 3

Neutralizes 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 1

At 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 2

At 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 3

At 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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