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Table of Contents

Tier Rating

Analysis by Chibi_Chu
Lugh - Anima Child

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
156
HP 37
ATK 35
SPD 36
DEF 17
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 4 11 3 6
Middle 18 5 12 4 7
High 19 6 13 5 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 32 33 13 28
Middle 37 35 36 17 31
High 41 39 39 20 34

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

  • +SPD: Boosting Lugh’s fantastic 36 Speed to 39 helps him perform follow-up attacks and avoid enemy follow-up attacks more consistently.
  • +ATK: With an Attack Superasset, Lugh reaches an amazing 39 Attack. Increasing his raw damage is always appreciated, especially since Lugh will usually perform a follow-up attack thanks to his 36 base Speed.

Neutral

  • RES: If wanting to utilize Lugh with Ploys or as a magical tank, a Resistance Asset increasing his Resistance from 31 to 34 is a worthwhile option. However, it’s generally best left alone, as Speed and Attack are both more desirable Assets because they increase Lugh’s damage capabilities.
  • HP: Because Lugh’s magical bulk is solid, keeping his HP intact is desired. However, HP can still be a decent Flaw, as Lugh doesn’t care about his physical bulk very much. An HP Flaw also helps Lugh activate Desperation with greater ease.

Flaw

  • -DEF: With a pitiful 53 physical bulk, decreasing Lugh’s Defense by 4 with a Defense Superflaw will negligently impact his combat capabilities.

Skill Sets

A Page From his Mother's Book (Offensive)

Recommended
Gronnblade+ A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Solo 3
Reposition B Desperation 3
Glimmer
Alternate: Moonbow
C Even Atk Wave 3
Alternate: Even Spd Wave 3
SP1635SHeavy Blade 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -DEF

  • As with nearly any offensive set, +ATK and +SPD are great choices, with the former increasing Lugh’s raw damage and the latter securing more follow-up attacks to make the most of Gronnblade’s absurd damage capabilities. -DEF is chosen because decreasing Lugh’s Defense won’t have a large impact on his combat, as his physical bulk is already so low.

Weapon: Gronnblade+

  • Like most offensive mages, Lugh can wreak havoc with a Blade tome, as it raises his damage capabilities to sky-high levels. In tandem with a 35/36 offensive statline, Lugh can frequently ORKO or even OHKO his enemies with some visible buffs. However, note that Lugh becomes very reliant on his teammates for buffs.

Assist: Reposition / Flexible 

Special: Glimmer / Moonbow

  • Glimmer is an excellent choice for a special, as its damage scales with Gronnblade’s additional damage granted by visible buffs. Combined with Heavy or Flashing Blade as Lugh’s Sacred Seal, he can ensure that Glimmer is activated in his first round of combat assuming he performs a follow-up attack and the opponent counterattacks. 

  • Moonbow is a good alternative, as it also has 2 cooldown and can deal more damage to units with Dull Ranged effects or lots of Resistance.

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Solo 3 / Bonus Doubler / Fury (3 or 4) / Brazen Atk/Spd (3 or 4)

  • Swift Sparrow is a fantastic choice for Lugh, as he’ll be initiating for most of his combat. Granting +4 to Attack and Speed or +6 to Attack and +7 to Speed helps Lugh perform more follow-up attacks with more damage.

  • Most Player Phase units need to stray away from their allies to reach faraway enemies, and Lugh is no exception. As such, Atk/Spd Solo is a fantastic choice, as it increases Lugh’s Attack and Speed by 6 when he’s not adjacent to any ally. Atk/Spd Solo is also active on Enemy Phase, which can be convenient whenever Lugh needs to counterattack.

  • Since Lugh is already reliant on visible buffs from his teammates, Bonus Doubler can be chosen to help both his offense and defense. Note that Bonus Doubler does not add additional damage to Gronnblade.

  • Fury can help Lugh activate Desperation with relative ease. Increasing Lugh’s Resistance by 3 or 4 bolsters Lugh’s ability to Ploy enemies as well.

  • If willing to purposely damage Lugh or overcome a weak first combat, increasing Lugh’s Attack and Speed by 7 or his Attack by 9 and Speed by 10 drastically improves Lugh’s offense.

Passive B: Desperation 

  • With Desperation, Lugh can unleash a follow-up attack before the enemy can counterattack. This is extremely vital, as Lugh’s awful physical bulk can leave him vulnerable to being OHKO’d; with Desperation, Lugh won’t have to worry about his bulk as much.

Passive C: Even/Odd Atk Wave / Even/Odd Spd Wave / Res Ploy / Spd Ploy / Flexible 

  • Wave skills help Lugh become more self-sufficient, as he’ll be able to grant himself additional Gronnblade damage. An Atk Wave or Spd Wave is particularly helpful, as they boost his offensive capabilities.

  • If wanting to put Lugh’s solid Resistance to use, any Ploy skill can be used. Res Ploy and Spd Ploy are the most helpful for Lugh himself since they help maximize Lugh and his magical teammates’ damage, although he can run any Ploy depending on his teammates.

  • Like most units, Lugh can be flexible with his C slot. What the player chooses is dependent on Lugh’s teammates and their skills.

Sacred Seal: Heavy Blade / Flashing Blade / Brazen Atk/Spd 3 / Darting Blow / Sturdy Blow

  • Special cooldown acceleration is always appreciated, so Flashing Blade and Heavy Blade are fantastic options for Lugh’s Sacred Seal. While no special can be activated from max cooldown if in Desperation range (due to Gronnblade’s +1 special cooldown), it can still ensure Lugh activates his special sooner than later.

  • Brazen Atk/Spd synergizes well with Desperation and a second Brazen skill in Lugh’s A slot. Again, note that Lugh’s initial combat(s) will be weak in comparison to his combats after activating Desperation and/or Brazens.

  • Darting Blow and Sturdy Blow both benefit Lugh’s offense and defense, making them solid alternatives. The former secures more follow-up attacks and helps Lugh avoid enemy follow-up attacks, and the latter increases Lugh’s raw damage and physical bulk.

Protective Brother (Enemy Phase Anti-Mage)

Gronnserpent+ (+Spd)
Alternate: Gronnowl+ (+Spd)
A Mirror Stance 2
Alternate: Atk/Spd Bond 3
Reposition B Null C-Disrupt 3
Alternate: Quick Riposte 3
Iceberg
Alternate: Glacies
C Atk Smoke 3
Alternate: Atk Ploy 3
SP1605SDistant Def 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD or +RES / -DEF

  • Lugh’s Asset is quite flexible for an anti-mage set. An Attack Asset helps Lugh’s damage output, a Speed Asset makes Lugh less reliant on Quick Riposte for doubling on Enemy Phase, and a Resistance Asset increases Lugh’s magical bulk. -DEF is Lugh’s best Flaw, since this set focuses strictly on magical bulk and Lugh’s physical bulk is already pathetic.

Weapon: Gronnserpent+ (+SPD or +RES) / Gronnowl+ (+SPD or +RES)

  • Conveniently, Lugh’s native Gronnserpent is fantastic for taking hits from mages, as it grants him Distant Def 3. A Speed or Resistance refine is best, with the former helping Lugh perform and avoid follow-up attacks and the latter helping his mage tank role.

  • Gronnowl is a strong alternative that can potentially raise Lugh’s defenses as high as Gronnserpent does. However, Gronnowl can also grant buffs to all stats regardless of enemy range. Note that utilizing Gronnowl makes Lugh very dependent on his allies for activating its in-combat buffs.

Assist: Reposition / Flexible

Special: Iceberg / Glacies / Moonbow / Blue Flame

  • Iceberg is arguably Lugh’s best Special, as this set focuses on increasing his Resistance to help him tank magical damage. Glacies is a good alternative that also scales off of Resistance, although it’s generally less consistent due to its +1 special cooldown.

  • 2-cooldown Specials can activate in one combat if Lugh performs a follow-up attack and the enemy lacks a Guard effect. Moonbow is nice for dishing out damage against magical units with high Resistance.

  • If utilizing Gronnowl, Blue Flame becomes Lugh’s best Special. Blue Flame synergizes perfectly with Gronnowl, as the effects of both are increased/amplified depending on the presence of adjacent allies.

Passive A: Mirror Stance / Atk/Spd Bond / Atk/Res Bond / Atk/Spd Form

  • Lugh’s native Mirror Stance synergizes fantastically with an Enemy Phase playstyle, granting +4 Attack and Resistance if his enemy initiates. This can greatly benefit Lugh’s damage output if he performs a follow-up attack and/or is using a Special that scales based on Resistance.

  • Atk/Spd Bond and Atk/Res Bond become some of the best and most synergistic A slots for Lugh if using Gronnowl, as he already needs at least one ally adjacent to him to gain in-combat buffs from Gronnowl.

  • While very expensive, Atk/Spd Form can also synergize well with Gronnowl. In an optimal situation, Atk/Spd Form would grant 2 more Attack and Speed than Atk/Spd Bond; this situation won’t be terribly uncommon for Lugh, either, as he needs to stay close to his allies to make the most of Gronnowl.

Passive B: Null C-Disrupt / Quick Riposte / Lull Atk/Spd / Dull Ranged

  • In order to counterattack against every 2-ranged magical unit, Null C-Disrupt is chosen, as it nullifies the effects of Sweep weapons and skills.

  • If wanting to focus more on Lugh’s Attack and/or Resistance than Speed, Quick Riposte is a strong alternative that usually ensures a follow-up attack if he is at ≥70% HP.

  • Lull Atk/Spd is fantastic for an Enemy Phase unit, as they won’t need to worry about Attack and Speed buffs ripping through their defenses. The -3 Attack and Speed also help Lugh deal more raw damage and perform more consistent follow-up attacks.

  • Dull Ranged is a cheaper, but still very solid option if looking to nullify dangerous Attack and Speed buffs on ranged units. This is especially helpful when considering the abundance of mages that use Blade tomes to maximize their damage.

Passive C: Atk Smoke / Atk Ploy / Flexible

  • Since this set focuses on taking low amounts of damage from magical units, Atk Smoke is a great option to solidify Lugh’s safety on Enemy Phase.

  • Lugh can utilize Ploys pretty effectively with a solid 31 base Resistance. Atk Ploy in particular is helpful, lowering the amount of damage he and his allies take.

  • Of course, Lugh’s C slot is flexible and can change depending on his allies and their skills.

Sacred Seal: Distant Def / Fierce Stance / Quick Riposte / Atk/Spd Bond / Spd/Res Bond

  • Distant Def has great synergy with Gronnserpent, which is literally just a Distant Def tome. Combining the two allows Lugh to greatly increase his Enemy Phase capabilities, as he may be able to tank physical ranged hits decently.

  • Fierce Stance is a strong alternative to pack some extra punch to Lugh’s counterattacks.

  • If utilizing Null C-Disrupt and not relying on Lugh’s Speed to perform a follow-up attack, Quick Riposte is highly suggested to secure a follow-up attack.

  • Any Bond works fantastically in combination with Gronnowl, since Bond skills and Gronnowl both depend on allies being adjacent to Lugh to grant in-combat buffs. Atk/Spd Bond and Spd/Res Bond work particularly well, though any will suffice.

Introduction

Every sibling relationship in Fire Emblem seems to consist of characters that serve as foils to one another, with the FE6 mage siblings being no exception. Serving as the bright and optimistic foil to his dark and cold brother, Lugh joins Heroes as an infantry green mage! Thankfully, unlike his brother, Lugh has the statline to be a helpful ally on nearly any team.

Boasting an amazing 35/36 offensive statline and 31 Resistance, Lugh stands out as a particularly strong offensive force that can actually take a magical hit rather than serve as a pure glass cannon. In tandem with Gronnblade and proper support, Lugh is capable of sweeping through an enemy team; on the contrary, Lugh can choose to run a more defensive set focusing on tanking magical hits with Gronnserpent or Gronnowl. 31 Resistance also allows Lugh to utilize Ploys pretty effectively, especially if his Resistance is increased by a refine, a Resistance Asset, and/or visible Resistance buffs. Lugh’s status as an infantry unit is also greatly beneficial, as he rarely has to worry about effective damage. He can also utilize Guidance and Ground Orders from his allies to maximize the flexibility of his movement; he can reach spaces he usually wouldn’t be able to in order to score a KO, or he can retreat when necessary.

However, Lugh’s strengths end there, as he has 2 major weaknesses: terrible physical bulk and massive competition. With a low 37 HP and a pathetic 17 Defense, Lugh’s 53 physical bulk leaves him prone to being OHKO’d by all Distant Counter units (as Dragons have adaptive damage against 2-ranged enemies). Lugh’s low physical bulk forces him to run Desperation on offensive sets, although Desperation is a fantastic skill regardless. Perhaps more important, however, is Lugh’s competition. Among other green mages, Yune, Brave Micaiah, base Nino, Scattered Fangs Nino, Lewyn, Sonya, Gunnthrá, and World of Thracia Olwen all outshine Lugh...isn’t it sad that he gets overshadowed by his mother (twice, no less)?

While Lugh may struggle to rise above his competition and tank physical hits, he’s still a very strong offensive unit that can perform a variety of roles effectively thanks to his amazing offensive statline and high Resistance. And hey, he can read, so that’s something he has over his mother, right?

Strengths

Impressive offenses

Lugh’s 35/36 offensive statline is one of the highest for an infantry mage. Lugh will have no issues dishing out high amounts of damage, especially with Gronnblade and/or proper support.

High Resistance

With a solid base 31 Resistance, Lugh is capable of using Ploys and tanking magical hits. It also allows him to use Specials that scale based on Resistance pretty effectively, especially with buffs from his allies and various skills.

Flexible and versatile

High offenses and decent Resistance allow Lugh to run a variety of builds effectively, from offensive to defensive to mixed phase. As an infantry unit, he can also utilize skills like Guidance and Ground Orders from his allies to increase the flexibility of his movement.

Weaknesses

Poor physical bulk

Lugh’s awful 53 physical bulk leaves him very vulnerable to being OHKO’d, especially by Distant Counter units. As such, Desperation becomes a must-have for any offensive set.

Competition

Even with 35/36 offenses and 31 Resistance, Lugh struggles to stand out from the plethora of other green mages. Base Nino, Scattered Fangs Nino, World of Thracia Olwen, Yune, Brave Micaiah, and many more green mages compete with Lugh for a spot on the team, and lacking a personal weapon is detrimental for Lugh.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Green Tome Users Only
50 2 4
Elwind
Green Tome Users Only
100 2 6
GronnserpentIf foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Green Tome Users Only
200 2 8
Gronnserpent+If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Green Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally ResistanceGrants Res+4 to an adjacent ally until the end of the turn.
Learns by default at 5 ★
1 150
Rally Up ResGrants Res+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. 1 300
Rally Up Res+Grants Res+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
1 400

Passive Skills

Passive Skills SP Slot
Warding Stance 1Grants Res+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
50
A
Mirror Stance 1Grants Atk/Res+2 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
120
A
Mirror Stance 2Grants Atk/Res +4 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Atk Feint 1If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
60
B
Atk Feint 2If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
120
B
Atk Feint 3If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: The Binding Blade

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