GamePress
Analysis by ZeShado
Matthew - Faithful Spy

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
148
HP 41
ATK 25
SPD 34
DEF 30
RES 18

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 5 9 5 4
Middle 17 6 10 6 5
High 18 7 11 7 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 38 22 31 27 14
Middle 41 25 34 30 18
High 44 29 37 33 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

Matthew Reverse Lunatic (Vantage)

Build by ZeShado
Recommended
Spy's Dagger (+Eff) A Close Foil
Alternate: Close Salvo
Positional Assist
Alternate: Reciprocal Aid
B Vantage 3
Moonbow
Alternate: Lethality
C Spd Smoke 4
Alternate: Atk Smoke 3
IVs

+ATK / -RES

SAtk Smoke 3
Alternate: Spd Smoke 3

Show Explanation/Analysis

Weapon: Spy’s Dagger (+Eff)

Assist: Positional Assist / Reciprocal Aid

Special: Moonbow / Lethality

A Passive: Close Foil / Close Salvo / Close Reversal / Close Counter

B Passive: Vantage

C Passive: Spd Smoke 4 / Joint Drive Atk / Atk Smoke

Sacred Seal: Atk Smoke / Spd Smoke

  • Despite having a Resplendent, Matthew’s Atk stat continues to remain on the lower end with a base of 27 and 31 with a boon. However, thanks to Spy’s Dagger, he’s able to alleviate that issue quite a bit, assuming that there are active debuffs on the targeted foe, which should be easy to accomplish given his status as a Dagger. This either requires external support to inflict debuffs on his respective foes or, the more common option, for him to enter combat. With the latter in mind, he’ll more than likely take a fair amount of damage, so for longevity and consistency purposes in mind, we’ll be making him a Vantage unit.
     
  • Any Special that is easy to trigger will suit Matthew quite well. Moonbow, in particular, is an easy-to-proc Special that helps out with his overall damage output since his base Atk is quite low by today’s standards. There’s also Lethality which does take longer to charge but is a lot more effective in nature.
     
  • Any A Passive that allows Matthew to counter in the enemy phase will work well for him since he’ll be acting as a Vantage unit. Close Foil continues to prove itself as a notable option as it grants Atk and Def with the only downside of not being able to counter Dragons. This trade-off remains a non-issue given that Dragons aren’t nearly as common as they once were, and while they do exist, it doesn’t compare to the number of other weapon types he’ll have to face. Of course, you can always go with Close Salvo if you are worried about the ability to counter all foes and it goes provide additional Atk as well. Beyond that, there’s Close Reversal which helps him out with his survivability quite a bit against Def-targeting foes, and Close Counter if the other options aren’t available for the taking.
     
  • Vantage pairs exceptionally well with his ability to stack an absurd amount of Atk thanks to Spy’s Dagger. This can allow him to focus on one-shot potential and keep his survivability high in the enemy phase. The only caveat will be the setup but if he’s running Winter Bernadetta support then he can have it ready to go instantaneously. If that isn’t available, Matthew can simply enter combat and take damage that way.
     
  • Spd Smoke 4 will arguably be one of Matthew’s best C Slot options not only as it synergizes with his PRF since it works off of the foes’ debuffs, but it can also provide Damage Reduction for survivability purposes. It will take one combat to set it up, but once it gets going, it won’t be an issue. However, given the premium nature of the skill, you can always swap it out for Spd Smoke 3 and still get plenty of damage output. There’s also Joint Drive Atk if you would rather run external support that inflicts debuffs or Atk Smoke if Spd Smoke isn’t available.
     
  • The Sacred Seal is mainly for synergetic purposes with the C Slot. Preferably, Matthew would want to run Spd Smoke 4 for the Damage Reduction properties with Atk Smoke as the Sacred Seal, but if that isn’t available then it can be interchanged. However, Atk Smoke 4 would be a bit redundant since his PRF already grants visible buffs to his Def and Res so skip out on that variant.

Something Something Ice Pun (Player Phase)

Build by ZeShado
Spy's Dagger (+Eff) A Atk/Spd Boosting A Slot
Positional Assist B Spd/Def Tempo 3
Alternate: Null Follow-Up 3
Moonbow
Alternate: Lethality
C Atk/Spd Menace
Alternate: Time's Pulse 3
IVs

+ATK / -RES

SBlade Session 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Spy’s Dagger (+Eff)

Assist: Positional Assist

Special: Moonbow / Lethality

A Passive: Atk/Spd Boosting A Slot

B Passive: Spd/Def Tempo / Null Follow-Up

C Passive: Atk/Spd Menace / Time’s Pulse

Sacred Seal: Blade Session / Flashing Blade

  • If using Matthew as an enemy phase unit isn’t want you want out of him, you can instead focus his attention on the player phase. Matthew can work quite well in the player phase with the right set of skills and/or support and this kit is here to highlight that role.
     
  • Similar to the last set, Matthew would prefer to run low-cooldown Specials that are easy to trigger since it’ll make it easier to take out foes consistently. Of course, there’s no guarantee that a Moonbow proc alone will suffice, so he can always opt for Lethality. That being said, you will have to build around the Special since he lacks any form of Slaying in his PRF, and replacing Spy’s Dagger for Barb Shuriken will make his offensive pressure suffer greatly.
     
  • Any skill that boosts Matthew’s overall Atk and Spd will be a good option for Matthew as it’ll help alleviate any sort of offensive pressure he may be lacking due to his inadequate statline. Notable options include Atk/Spd Ideal, which synergizes well with Menace, and Swift Sparrow, which simply relies on initiating combat.
     
  • Matthew has quite a fair amount of options when it comes to his B Slot. Spd/Def Tempo is a recent addition to the game that negates any sort of Guard/Breath effect as well as inflicts penalties to Spd and Def respectively, allowing him to reliably charge and trigger Specials with no caveats outside of being able to double. If doubling does prove to be an issue, then he can simply run Null Follow-Up and secure doubles that way. The latter is arguably going to come into play more often but there are benefits to running Spd/Def Tempo as well.
     
  • Atk/Spd Menace has fantastic synergy with Spy’s Dagger given that the weapon relies on the foe having active debuffs. Moreover, as it grants visible buffs to his Atk and Spd, he’ll have an easier time outputting damage. Of course, he can also opt for Time’s Pulse if running Lethality as his PRF lacks any form of Slaying effect. He will also have to opt for Flashing Blade since it’ll allow him to charge it reliably.
     
  • Depending on the Special equipped, Matthew can either opt for a Sacred Seal that increases his overall offensive pressure, such as Blade Session or can opt for Flashing Blade to make Lethality easier to trigger. The former is more consistent as it’s a simple boost to Atk and Spd while the latter has a higher ceiling for damage output, assuming that he can get it off reliably. Even so, both options do quite well respectively.

Strengths

Spy’s Dagger

    Despite having a low base Atk stat, Spy’s Dagger helps to alleviate that issue by adding more Atk based on the number of visible debuffs the foe has. This is rather synergetic as Spy’s Dagger inflicts visible debuffs on foes in range after combat.

Solid Physical Bulk

    Matthew can reach a respectable amount of physical bulk when properly invested into. When taking Spy’s Dagger into account, as well as some accompanying skills, he can bolster it to high levels since his PRF not only grants visible buffs to his Def and Res respectively but when paired with Atk Smoke, he’ll more than likely shrug off a lot of damage thrown his way provided that it’s not targeting his Res.

Weaknesses

Broadleaf Exists

    One of the worst trends IS had followed for the longest while was making an inheritable variant of an existing PRF, and unfortunately, Matthew was caught in the crossfire. Broadleaf, while lacking the ability to grant visible buffs to the user, replicates the more important aspect of Spy’s Dagger in granting additional Atk based on the number of visible debuffs the foe has. This, in turn, means that Matthew lacks any sort of niche or notable distinction from his competitors, and will only be known as the unit with easy access to Broadleaf.

Low Atk

    Even with Spy’s Dagger, he still sits at 27 base Atk, or 31 when taking a boon, which is still quite low by today’s standards. The issue only exemplifies as he’ll only be doing notable amounts of damage when the foe is debuffed which, while not the worst conditional, can still be canceled out by units such as Idunn and Kris or with skills such as Slick Fighter. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 2 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 3 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Rogue Dagger

After combat, inflicts Def/Res-3 on foe through its next action.
Grants unit Def/Res+3 for 1 turn.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 4
Rogue Dagger+

After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
Grants unit Def/Res+5 for 1 turn.

Unlocks at 5 ★
Dagger users only.
300 2 7
Spy's Dagger

After combat, if unit attacked, grants Def/Res+6 to unit and allies within 2 spaces of unit for 1 turn.

Effect:【Dagger 6】  

【Dagger 6】 After combat, if unit attacked, inflicts Def/Res-6 on target and foes within 2 spaces of target through their next actions.

Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Reciprocal Aid

Swap HP with adjacent ally (neither unit can go above their max HP).

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Poison Strike 1

If unit initiates combat, deals 4 damage to foe after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
B
Poison Strike 2

If unit initiates combat, deals 7 damage to foe after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
B
Poison Strike 3

If unit initiates combat, deals 10 damage to foe after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
B
Hone Spd 1

Grants adjacent allies Spd+2 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 2 ★
50
C
Hone Spd 2

Grants adjacent allies Spd+3 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 2 ★
100
C
Hone Spd 3

Grants adjacent allies Spd+4 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 4 ★
200
C

Other Info

Origin
Fire Emblem: The Blazing Blade

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