- Default
- Attack
- Special
- Injured




Legendary Dimitri - Savior King |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 10 | 7 | 10 | 4 |
Middle | 18 | 11 | 8 | 11 | 5 |
High | 19 | 12 | 9 | 12 | 6 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Every Last One Of Them
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Areadbhar | A | Distant Counter Alternate: Distant Foil |
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Positional Assist | B | Atrocity Alternate: Null Follow-Up 3 |
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Noontime Alternate: Moonbow |
C | Joint Drive Spd Alternate: Panic Smoke 3 |
IVs | +SPD or +ATK / -HP | S | Spd/Res Solo 3 Alternate: Atk/Def Solo 3 |
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.
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.
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Areadbhar | A | Sturdy Impact |
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Positional Assist | B | Atrocity |
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Blazing Wind | C | Time's Pulse 3 |
S | Heavy Blade 3 |
This is a typical AoE burst build for initiating a fight and weakening enemies with damage and debuffs, mostly using Dimitri's base kit to his advantage. With this build, you don't want to engage much in enemy phase and instead sweep the enemy in player phase, starting with Dimitri initiating.
[ Boons: +ATK | Banes: -RES ]
The crux of the build is sweeping up an enemy with your AoE special, and thus +ATK is really the only boon you want. For banes, while -RES hurts his magic bulk, you're not really aiming to engage on enemy phase, so bulk matters less. -RES is simply chosen since it's already pretty bad.
[ Weapon: Areadbhar ]
We really just want Areadbhar for it's high attack and slaying effect. The other effects are of course great still for general scenarios.
[ Special: Blazing/Growing Wind, Thunder, Light, Flame ]
The AoE special. What type of AoE is up to preference and situation, running his kit Blazing Wind is completely fine.
[ A skill: Sturdy Impact/Death Blow 3 or 4/Life and Death 3 or 4 ]
A skill serves to increase damage output. Any a skill that gives +atk is good, but if you're looking to maximize AoE damage then choosing an A skill that increases visible atk like Life and Death or Fury is better. Those skills however makes his tanking a little worse, especially -RES + Life and Death making fast mages a serious threat. Keep that in mind.
[ B skill: Atrocity ]
The extra damage is great, but what really puts it up is the Rainbow Smoke + Pulse Smoke afterwards, it makes it so initiating combats with him allows your other units to sweep up nearby enemies much easier.
[ C skill: Time's Pulse ]
The C skill and Seal work together here to instantaneously charge your AoE special after combat without needing extra enemy phase combat. The charge is set to 3 from Areadbhar, Time's Pulse gives -1 charge at turn start, and after unleashing, with Dimitri's high attack and Heavy Blade, he gains -2 during combat (assuming Dimitri OHKO'd the enemy, which with his sky high attack and an AoE special, he should've). The total is -3, and he's ready for the next player phase. The problem is the first combat, since he starts the map with 2 charge. There are a number of ways to remedy this, such as Infantry Pulses or Supporting Velouria, whatever floats your boat. If you don't have Time's Pulse fodder or Heavy Blade seal, then the alternatives is running an attack increasing skill, such as Rouses/Oaths, or Joint Drive or Hone Atk and such, but these aren't as good as they don't benefit special activation other than adding on some more oomph to an already hard hitting oomph.
[ Seal: Heavy Blade ]
See above.
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Areadbhar | A | Flashing Blade 4 |
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Rally Spd/Def+ | B | Atrocity |
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Galeforce | C | Panic Smoke 3 |
S | Spd/Res Solo 3 |
Feeding Dimitri a spare Thrasir makes him a TERRIFYING threat. The duo rally can be anything you want. I just gave him Spd/Def+ 'cause it's what I had on hand and was gonna use him in Arena. Here, he charges Galeforce in 2 hits, takes less damage, has bonus true damage based on his atk and then debuffs ALL stats, Special charge and panics. Spd/Res solo is to help him *attempt* to take a magical hit if he's alone. You could go Atk/Spd if you want more offense, but this way he's sitting at 24 Res and probably 40% DR. Against some red and blue threats, that's not bad odds.
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Areadbhar | A | Heavy Blade 4 / Flashing Blade 4 |
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Positional Assist | B | Atrocity |
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Galeforce | C | Odd Tempest 3 |
S | Atk/Spd Solo 3 |
This is a standard galeforce build for Legendary Dimitri. The sacred seal could also be changed to Spd/Res Solo 3, but since L!Dimitri Res is awful, it wouldn't make sense to use it instead of using Atk/Spd Solo 3. Time's Pulse and Drive skills could be used instead of Odd Tempest if one plans on using Legendary Azura or Duo Ephraim along with Dimitri.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
![]() Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★ |
300 | A |
AtrocityAt start of combat, if foe's HP ≥ 50%, boosts damage by 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 and Special cooldown count+1 on target and foes within 2 spaces of target through their next actions. (No effect on Special cooldown counts already at maximum.) Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
Odd Tempest 1At 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 2At 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 3At 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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