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Analysis by Wecondo12
Luthier - Odd Wayfarer

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 43
ATK 37
SPD 36
DEF 20
RES 30

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 18 8 7 6 5
Middle 19 9 8 7 6
High 20 10 9 8 7

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 40 34 33 16 27
Middle 43 37 36 20 30
High 46 40 39 23 33

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

The Pagemaster (Offense)

Build by Wecondo12
Recommended
Plegian Torch+ (+Spd) A Swift Sparrow (2 or 3)
Alternate: Life and Death 4
Positional Assist B Null Follow-Up 3
Alternate: Special Spiral 3
Luna
Alternate: Blazing Special
C Joint Drive Atk
IVs

+SPD or +ATK / -DEF

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Plegian Torch(+Spd) / Gronnfox(+Spd)

Assist: Positional Assist

Special: Luna / Blazing Special

Passive A: Swift Sparrow 2 or 3 / Atk/Spd Push 4 / Life and Death 4

Passive B: Null Follow-Up / Special Spiral / Desperation

Passive C: Joint Drive Atk / Preference

Sacred Seal: Atk/Spd Solo / Blade Session / Swift Sparrow

  • Luthier joins Fire Emblem Heroes as a generic green tome user. Despite his lack of an exclusive weapon though, Luthier’s decent statline allows him to function quite well as a player phase unit.
  • While Green tomes have less good options in terms of inheritable weaponry, the Plegian Torch is an excellent option that allows pretty much any Green tome user to inflict a massive stat penalty against debuffed foes, although this requires team support to pull off consistently. Luthier’s innate Gronnfox is also a good option on a budget as the Plegian Torch is difficult to obtain as a seasonal locked weapon.
  • Life and Death 4 is Luthier’s preferred A slot if one wishes to make use of Special Spiral and an Aoe special, as Aoe specials scale off the user’s visible Attack. Otherwise standard player phase A slot skills such as Swift Sparrow and Atk/Spd Push 4 all work well thanks to the massive boost they give to Luthier’s offense.
  • Null Follow-Up is invaluable due to how many exclusive weapons have follow-up negation of automatic follow-ups(and in some cases both), and Luthier can make excellent use of it to ensure his follow-up attacks cannot be negated. Desperation is a fine substitute on a budget as well, as it allows Luthier to circumvent his weak defensive stats to some extent by allowing him to attack twice before the foe can counter, provided he’s reached its health threshold.
  • Player Phase sacred seals such as Atk/Spd Solo and Blade Session round out Luthier’s kit nicely, giving him another bonus to his offensive stats.

Hierophant Green (Defense)

Build by Wecondo12
Plegian Torch+ (+Res) A Close Foil
Alternate: Atk/Res Unity
Positional Assist B Null Follow-Up 3
Alternate: Null C-Disrupt 3
Noontime
Alternate: Luna
C Pulse Smoke 3
IVs

+ATK or +RES 

SMirror Stance 2
Alternate: Close Def 3

Show Explanation/Analysis

Weapon: Plegian Torch(+Res)

Assist: Positional Assist

Special: Noontime / Luna

Passive A: Close Foil / Atk/Res Unity / Mirror Stance 3

Passive B: Null Follow-Up / Null C-Disrupt

Passive C: Pulse Smoke / Preference

Sacred Seal: Mirror Stance / Close Def / Distant Def / Mystic Boost

  • Luthier can function reasonably well as an AR O superunit, thanks mostly to the Plegian Torch thanks to the massive potential stat swing it provides, and it can easily be setup via Temari users such as Eir or Tethys.
  • Close Foil allows Luther to counterattack close range foes(excluding dragons) and grants him a boost to Attack and Defense during enemy phase combat against physical foes. If one wishes to stick to ranged tanking, Luthier can instead opt for Atk/Res Unity, which can convert debuffs to buffs and gives a nice bonus to Attack and Resistance to boot, at the cost of requiring an ally within 2 spaces. Lastly, Mirror Stance 3 can be used if one desires the Guard effect, although it tends to be less useful than Atk/Res Unity in most cases(albeit much easier to attain).
  • Null Follow-Up allows Luthier to negate the bevy of exclusive weapons with inbuilt automatic follow-up attacks and follow-up negation, while Null C-Disrupt allows Luthier to negate Firesweep weapons and Dazzling Staff. Null Follow-up tends to be more useful(IS can’t stop making units with automatic follow-up prfs for some reason) but Null C-Disrupt remains a decent choice depending on what your team struggles with.
  • Pulse Smoke gives Luthier a means of slowing down enemy specials, which is incredibly useful against AR-D teams that rely on precharged specials.
  • Defensive sacred seals such as Mirror Stance, Close Def, and Distant Def are all fine options to augment Luthier’s enemy phase. The Mystic Boost sacred seal can also be used to give Luthier a source of passive healing while negating Wrathful Staff and Adaptive damage(although in AR-D teams staff users usually don’t care about their damage output). Mystic Boost’s passive healing also allows Luthier to opt for a damage special instead of Noontime.

Strengths

Good offensive statline

Luthier’s 37/36 offensive spread is decent, albeit unremarkable. He does fine as an offensive mage, but he may have trouble performing follow-up attacks against faster foes due to his somewhat middling Speed.

Weaknesses

Poor Defense

Luthier’s color combined with his low Defense means his performance as an AR-O unit is shaky due to sword cavaliers being extremely common on AR-D teams(Legendary Sigurd in particular gives Luthier nightmares). Even outside of Aether Raids Luthier’s low defense means that he’ll have a bad time with most physical foes, even with the aid of defense boosting skills such as Close Foil.

No exclusive weapon

Probably his biggest weakness overall. Luthier’s lack of an exclusive weapon means he struggles to stand out compared to his competition. Offensively, Luthier is overshadowed by mages such as Lewyn and Pent thanks to their powerful exclusive weapons(and to rub more salt in the wound Pent also has a better offensive statline), while Fallen Lyon vastly outperforms Luthier defensively. What Luthier has that they don’t is easy availability, meaning you (probably) won’t have to save a ton of orbs to +10 him, and getting Luthier certainly beats getting another generic infantry staff demote at the very least.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 3 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
GronnfoxIf unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 8
Gronnfox+If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Green Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Death Blow 1Grants Atk+2 if unit initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
50
A
Swift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
A
Swift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Guard 1If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Unlocks at 1 ★
50
B
Guard 2If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Unlocks at 2 ★
100
B
Guard 3If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Unlocks at 4 ★
200
B

Other Info

Origin
Fire Emblem Echoes

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