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Legendary Dimitri

Analysis by raelet
Legendary Dimitri - Savior King

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
177
HP 40
ATK 41
SPD 41
DEF 37
RES 18

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 7 10 4
Middle 18 11 8 11 5
High 19 12 9 12 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 38 37 34 14
Middle 40 41 41 37 18
High 43 45 44 40 21

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

Every Last One Of Them

Build by raelet
Recommended
Areadbhar A Distant Counter
Alternate: Distant Foil
Positional Assist B Atrocity
Alternate: Null Follow-Up 3
Noontime
Alternate: Moonbow
C Joint Drive Spd
Alternate: Panic Smoke 3
IVs

+SPD or +ATK / -HP

SSpd/Res Solo 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Areadbhar

Assist: Positional Assist

Special: Noontime / Moonbow

Passive A: Distant Counter / Distant Foil

Passive B: Atrocity / Null Follow-Up

Passive C: Joint Drive Spd / Joint Drive Atk / Panic Smoke / Pulse Smoke

Seal: Spd/Res Solo / Atk/Def Solo

  • By giving Dimitri Distant Counter in his A slot and increasing his Speed, he can become a formidable tank on either phase. With Areadbhar granting him Speed-based damage reduction, Dimitri's best option is to raise his Speed stat by as much as possible to reduce his Enemy Phase damage so that he can heal back up with a potent Noontime, enhanced by the damage from his Atrocity B slot.
  • While Atrocity is a potent skill, a particularly deadly Legendary Dimitri will instead equip Null Follow-Up to prevent opponents from doubling him via their skills. This makes improving his Speed even more lethal, as he can survive single hits from enemies like Yune or Bramimond or, appropriately, Brave Edelgard once he is sure that they won't double him. The ability to take Null Follow-Up is the main advantage that Legendary Dimitri has over Brave Dimitri.
  • Odd Tempest is an interesting skill, but does not directly affect his single combat potential, and so his C slot is free to take a Joint Drive skill, which can buff his Speed or Attack even further. Conversely, if swapping out Atrocity for Null Follow-Up, then Pulse Smoke is the obvious C slot of choice.

Azure Skies (Galeforce)

Build by raelet
Areadbhar A Atk/Spd Solo (3 or 4)
Alternate: Distant Counter
Positional Assist B Atrocity
Alternate: Null Follow-Up 3
Galeforce C Odd Tempest 3
Alternate: Time's Pulse 3
IVs

+ATK or +SPD / -HP

SHeavy Blade 3 / Flashing Blade 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Areadbhar

Assist: Positional Assist

Special: Galeforce

Passive A: Atk/Spd Solo / Distant Counter

Passive B: Atrocity / Null Follow-Up

Passive C: Odd Tempest / Time's Pulse

Seal: Heavy Blade or Flashing Blade / Atk/Spd Solo

  • Legendary Dimitri comes right out of the box with a few tools to give him a lethal Galeforce build. The most obvious is his default Odd Tempest, which grants him unparalleled 3 tile movement and allows him to move through forest tiles, so long as the turn counter is at an odd number. This works similarly to Duo Ephraim's Duo Skill and allows Dimitri to close gaps between his foes.
  • Atrocity takes this a step further by debuffing the opponents around his target, which allows Dimitri to pick up a second kill. However, Atrocity's damage output may actually prevent Dimitri from activating Galeforce by overkilling his foe, leaving Dimitri open and unable to move throughout the enemy turn. Luckily, the debuffs he inflicts with Atrocity can help him tank during the Enemy Phase, but you may want to consider inheriting Distant Counter into his A slot just for a little more defense if this happens often.
  • Alternatively, you can replace Atrocity with Null Follow-Up, which reduces Dimitri's damage output slightly in order to ensure that he he won't be blocked by follow-up denial.
  • Atk/Spd Solo is another fantastic skill for his A slot - since he'll be moving around the battlefield between Galeforce activations, Dimitri will likely be isolated and have the full effects of the buffs, further enabling him to reach the stat checks necessary for Heavy or Flashing Blade.
  • Because Areadbhar has a Slaying effect, Dimitri only needs to activate Heavy or Flashing Blade in two hits in order to activate Galeforce. If he takes Time's Pulse in his C slot, the Special is reduced to 3, which means that Dimitri can take Atk/Spd Solo in his seal slot if he then attacks a foe who can retaliate and defeats them on the second hit.

Strengths

Offensive Statline

Dimitri's offensive statline rests at 41 Attack and 41 Speed, competing with the best of his unit and move type. With a sky-high Attack and impressive Speed, he's able to double foes often and avoid being doubled in turn.

Legendary Dimitri fits right into the new high Speed meta, with built-in Speed-based damage reduction in his weapon and an impressive Attack stat to back it up.

Prf Weapon and Skills

The Areadbhar is Dimitri's prf lance and suits him very well - as a Slaying weapon an all-stat +5, it carries a Speed-based damage reduction, making Dimitri hit hard with flexible skill slots, as well as being tanky and difficult to kill.

But that isn't all: Dimitri also comes with the Atrocity B slot, which increases his damage even further based off of his Attack value, while also inflicting an "omni-smoke" on all enemies in an AoE. This is an absurdly strong skill which combines with Areadbhar to grant Dimitri a +10 stat swing after the first combat in either phase.

Weaknesses

Low Resistance

Dimitri's base Resistance is markedly poor at 18. Because his damage reduction scales off of Speed rather than Defense like his Brave Version, he will have a hard time getting the full damage reduction against speedy mages like Lysithea, despite his high Speed stat, meaning that he will still take a lot of damage from fast mages on the field.

If he had given just a few of his Defense points into Resistance, he might have been more formidable. As it is, he has a clear weakness that players can use against him in PvP modes such as Arena or Aether Raids.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Areadbhar

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, 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%).

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
Rising Wind

Before 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 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Wind

Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Death Blow 1

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

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Sturdy Blow 1

If unit initiates combat, unit granted Atk/Def+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Sturdy Blow 2

If unit initiates combat, unit granted Atk/Def+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Sturdy Impact

If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.

Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★
300
A
Atk/Spd Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 2 ★
60
A
Atk/Spd Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 3 ★
120
A
Atk/Spd Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 4 ★
240
A
Atk/Spd Clash 4

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces moved by whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat.

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 5 ★
300
A
Atrocity

At start of combat, if foe's HP ≥ 50%, deals damage = 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 on target and foes within 2 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes. (No effect on Special cooldown counts already at maximum.)

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Atrocity II

At start of combat, if foe's HP ≥ 40%, inflicts Atk/Spd/Def-4 on foe, deals damage = 25% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat, and also, after combat, inflicts Atk/Spd/Def/Res-6 and【Guard】 on target and foes within 3 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes (no effect on Special cooldown counts already at maximum). 

【Guard】

Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Odd Tempest 1

At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 3 ★
60
C
Odd Tempest 2

At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 4 ★
120
C
Odd Tempest 3

At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)

Melee Infantry & Melee Flying Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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