- Default
- Attack
- Special
- Injured




Legendary Seliph - Scion of Light |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 10 | 3 | 8 | 3 |
Middle | 19 | 11 | 4 | 9 | 4 |
High | 20 | 12 | 5 | 10 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 38 | 13 | 34 | 22 |
Middle | 41 | 41 | 17 | 37 | 26 |
High | 44 | 45 | 20 | 40 | 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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Throne Seize.Exe (Offense)
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Arcane Éljúðnir (+Def) | A | Atk/Def Catch 4 Alternate: Sturdy Surge |
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Positional Assist | B | A/D Near Trace 3 Alternate: Flow Force 3 |
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Galeforce Alternate: Bonfire |
C | Joint Drive Atk Alternate: Atk/Def Menace |
IVs | +ATK / -SPD | S | Heavy Blade 3 |
Weapon: Arcane Eljudnir (+Def or +Atk)
Assist: Positional Assist / Preference
Special: Galeforce / Bonfire / Ignis
Passive A: Atk/Def Catch 4 / Sturdy Surge / Atk/Def Solo 4
Passive B: A/D Near Trace 3 / Flow Force / Lull Atk/Def
Passive C: Joint Drive Atk / Atk/Def Menace / Preference
Sacred Seal: Heavy Blade / Atk/Def Solo
- Legendary Seliph got a much needed buff in the form of the Arcane Eljudnir, finally giving him a great weapon that does not lock him into an underwhelming Enemy Phase unlike his exclusive weapon. Arcane Eljudnir boasts a plethora of powerful effects: Slaying, Guard, guaranteed follow-up attack, and follow-up prevention.
- The weapon is a natural choice for a Galeforce set as it’s guaranteed follow-ups will bypass Legendary Seliph’s low Speed, and he will have very little trouble passing Heavy Blade checks thanks to his massive Attack.
- A/D Near Trace is Seliph’s best B slot option as it gives him a significant amount of after combat mobility thanks to Canto. Flow Force is another good option that negates Seliph’s Attack debuffs during combat in addition to negating follow-up prevention effects that would force him into Speed checks. Lull Atk/Def is another option for foes that rely on buff stacking, which can be worthwhile instances.
- Seliph will want an A slot that raises his Attack and Defense: options like Atk/Def Catch and Atk/Def Solo 4 are excellent for this.
End Turn.Exe (Enemy Phase)
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Virtuous Tyrfing | A | Atk/Def Unity Alternate: Sturdy Stance 3 |
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Positional Assist | B | Holy War's End |
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Noontime | C | Joint Drive Atk |
IVs | +ATK or +DEF / -SPD | S | Atk/Def Catch 3 Alternate: Sturdy Stance 2 |
Weapon: Arcane Eljudnir (+Def) / Virtuous Tyrfing
Assist: Positional Assist / Preference
Special: Noontime
Passive A: Atk/Def Unity / Sturdy Stance 3 / Close Def 4
Passive B: Holy War’s End
Passive C: Joint Drive Atk / Preference
Sacred Seal: Atk/Def Catch / Sturdy Stance
- Seliphs base kit leans him more towards an Enemy Phase role, but Enemy Phase cavalry tend to pale in comparison to their infantry counterparts due to their lack of skills for the job. Still, he can function decently as an Enemy Phase Melee Specialist, or as a Distant Counter unit on a budget.
- Arcane Eljudnir is a significant improvement over Virtuous Tyrfing, but it will be a somewhat rare weapon to acquire due to being locked to Rearmed Lif at the time of writing. If it’s unavailable, Seliph’s innate Virtuous Tyrfing can be used in its place.
- Holy War’s End gives Seliph an automatic follow-up attack that occurs before the foe can counterattack as long as he’s above 50% HP, greatly increasing his Enemy Phase KO potential.
- Sturdy Stance 3, Atk/Def Unity, and Close Def 4 are Seliph’s best options when it comes to A slot skills. All of them are good choices: Sturdy Stance 3 for Guard, Atk/Def Unity for protection from stat debuffs, and Close Def 4 for negating the foe’s buffs.
- Seliph’s seal is best used on an extra Attack and Defense boosting skill such as Atk/Def Catch and Sturdy Stance.
Strengths
Statline
Legendary Seliph’s statline is excellent: the standouts being an extremely high base 41 Attack and 37 Defense, the former of which benefits from a superasset. The observant may notice that Legendary Seliph’s stats are the exact same as Legendary Sigurd’s: the only difference is Sigurd’s higher Speed. This makes Legendary Seliph one of the best users of Arcane Eljudnir among cavalry, as the weapon perfectly fits his statline.
Weaknesses
Underwhelming exclusive skills
Until the release of Arcane Eljudnir, Legendary Seliph was left an underwhelming unit as his exclusive skills do very little for him compared to his competition: Virtuous Tyrfing is essentially just an Unbound Sword and a Bellringer smashed together in terms of effects except it’s locked to Enemy Phase unless Seliph’s lost HP. On the other hand, Holy War’s End may as well be a glorified Quick Riposte. These skills come up short compared to Legendary Sigurd’s Holy Knight Aura or Brave Seliph’s Holytide Tyrfing. Needing Arcane Eljudnir to truly stand out in any regard can also be a hinderance past it's release as the weapon has limited availability.
Effective Weaponry
Cavalry-effective weapon users such as Micaiah can easily ruin Seliph’s day given the chance. Don’t give them the chance.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Grants Res +3. If foe initiates combat or if unit's HP < 100% at start of combat, inflicts Atk/Def-6 on foe during combat, and if unit deals damage to foe during combat, restores 7 HP to unit (Triggers even if 0 damage is dealt.) Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Devourer (+Def) |
Arcane Devourer (+Res) |
Arcane Devourer (+Atk) |
Arcane Devourer (+Spd) |
Arcane Devourer |
Arcane Éljúðnir |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Def. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 80% of unit's Def. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Unit can counterattack regardless of foe's range.
Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
![]() If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() Grants adjacent allies Def+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★ |
50 | C |
![]() Grants adjacent allies Def+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Grants adjacent allies Def+4 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
![]() At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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