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Analysis by MackerelPye
Matthis - Brother to Lena

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 41
ATK 43
SPD 32
DEF 38
RES 25

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 9 7 9 5
Middle 17 10 8 10 6
High 18 11 9 11 7

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 38 39 29 35 22
Middle 41 43 32 38 25
High 44 46 35 41 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.
HPATKSPDDEFRES

Skill Sets

FE1 memes are forced and you should feel bad (Vulture + Menace Tank)

Build by MackerelPye
Recommended
Vulture Lance+ A Atk/Def Catch 4
Alternate: Atk/Def Solo (3 or 4)
Smite
Alternate: Positional Assist
B Lull Atk/Def 3
Alternate: Quick Riposte 4
Bonfire
Alternate: Ignis
C Atk/Def Menace
IVs

+ATK &/OR +DEF

SAtk/Def Catch 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Vulture Lance+ (+Def)

Assist: Positional Assist 

Special: Bonfire / Ignis

Passive A: Atk/Def Catch / Atk/Def Solo / Sturdy Stance 3 / Distant Foil 

Passive B: Lull Atk/Def / A/D Near Trace / Mystic Boost 4 / Chill Def/Res 3 / Chill Atk/Def 2 / Quick Riposte

Passive C: Atk/Def Menace

Sacred Seal: Atk/Def Catch / Atk/Def Solo / Quick Riposte 

  • Using and improving on Matthis's intended use and skillset isn't such a bad idea, as Vulture weapons offer huge stat returns when fighting against appropriately debuffed enemies. Therefore, leveraging Matthis's strongest stats —that is, Atk/Def —  in combination with Vulture Lance and the synergistic debuffs from Atk/Def Menace make for a solid melee tanking unit. 
  • In the B-slot:
    • Ideally, you should distribute debuffs through outsourced methods so that Matthis doesn't have to do it himself with exception to setting up Menace. Though, running double Chill skills such as Chill Def/Res 3 or Matthis's native Chill Atk/Def 2 makes it so that he's not reliant on Menace's four-space range while providing remote support for other allies.
    • If you have penalty spreading covered, conventional defensive passives like Lull Atk/Def, Mystic Boost, A/D Near Trace, or Quick Riposte will aid significantly in Matthis's own combat by tanking enemies and staying around longer with their respective effects. 
  • Strengthening Matthis's defensive prowess even further is a natural course of action; this is achieved easily by taking any of the appropriate, listed Atk/Def-flavored passives in the A-slot and Seal. As Vulture Lance requires Matthis to distance himself from allies, though, nearness-based passives such as Unity or Form are definitely not optimal here.

ok fine matthis moment (Generic Offensive Cav Build)

Build by MackerelPye
Rein Lance+
Alternate: Brave Lance+
A Atk/Spd Boosting A Slot
Alternate: Death Blow (3 or 4)
Positional Assist B S/D Near Trace 3
Alternate: Lull Spd/Def 3
Bonfire
Alternate: Galeforce
C Atk/Spd Menace
Alternate: Rouse Atk/Spd 3
IVs

+ATK (& +SPD optionally)

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Rein Lance+ (+Spd) / Brave Lance+ / Ninja Yari+ / Ninja Naginata+

Assist: Positional Assist 

Special: Bonfire / Galeforce

Passive A: Surge Sparrow / Death Blow 4 / Atk/Spd Clash / Atk/Spd Catch / Atk/Spd Push / Swift Sparrow 3 / Atk/Spd Menace / Other Initiation-friendly Atk skills

Passive B: S/D Near Trace / Flow Refresh / Lull Atk/Spd / Lull Spd/Def / Lull Atk/Def / Flow Guard / A/S Near Trace / A/D Near Trace / Seal Def 4

Passive C: Atk/Spd Menace / Spd Smoke 4 / Def/Res Smoke / Rouse Atk/Spd / Atk/Def Menace / Other Smokes or non-Res based Menaces 

Sacred Seal: Atk/Spd Solo / Heavy Blade / Blade Session / Death Blow

  • Matthis does have a more than respectable 43 Atk, which often makes an initiation-based playstyle rather tempting over enemy phase duties. With a great selection of low-rarity inheritable lances, he's perfectly up for the job. Keep in mind that you're effectively ripping off Brave Eirika / Brave Chrom's style, though, and they basically do the job better at low merges.
  • The build generally comes in two flavors: you can focus entirely on simply building up Matthis's Atk for a kamikaze-style Brave nuke, or run Spd investment for a generally more stable Matthis that's less vulnerable to follow-ups while making many of his own. The skill choices between the two types of builds are distinct but obvious:
    • For Spd-invested builds, your weapon choice of Rein Lance, Ninja Yari, or Ninja Naginata should be accompanied with additional Spd passives as Matthis's 32 Spd is buildable but definitely not the best. There's a large variety of these in the A-slot and Sacred Seal pool, and a Spd-based Lull (to shut down increasingly common enemy buffs) or Near Trace (for post-combat escape options) will sweeten the deal in the B-slot — through Flow skills are at your disposal to maintain Matthis's follow-up versus Wary effects. Finish off with a Spd-based Menace, Rouse, or Smoke in the C-slot to strengthen Matthis's combat. 
    • The Brave Lance build is less picky and more simple: you forsake his Spd for pure damage-increasing passives like Death Blow and a Def-based Lull, Near Trace, or Seal 4 to significantly strengthen the lance's double strikes. Atk/Def Menace generally gives you the best damage differential possible in a C-slot, but that slot is otherwise flexible. 

Strengths

High Atk/Def and Buildable Spd

43 Atk is very respectable and only a few points away from the currently highest value in Fire Emblem Heroes (46 at this time of writing), so Matthis definitely isn't hurting for damage with the right setup. His Def is also very solid at 38, and while 32 Spd isn't anything particularly special this day and age, it's also not extremely terrible and helps Matthis get a step up over units with minimized Spd values.

Lance / Cavalry Options

The Lance cavalry category in Heroes may be overcrowded, but their strengths are definitely never understated between great mobility and initiation options through their movement and class-exclusive options like the Near Trace and Lull lines. Recently improved or added options like Mystic Boost 4 and Quick Riposte 4 also improve upon the usual monotony of enemy phase cavalry builds, giving Matthis a variety of combat options if you choose to improve upon his tanky skew. Though Matthis lacks unique skills, the inheritable lance pool is also accessible and powerful enough to venture on a few roles outside of Vulture Lance tanking.

Weaknesses

Painfully Generic / No Unique Qualities

Being released in the same event as Hardin and after Jeralt — two effectively superior lance cavalry with guaranteed follow-up options and useful supportive applications — and also right after established competition like Brave ChromBrave Eirika, and Legendary Ephraim cemented their positions in the game is, just quite frankly, a certified Matthis Moment (also unironically typing that gives this writer as much Pain+ as Matthis is probably feeling at this moment).

Exploitable Res and Spd

Even with the effective bulk bonuses granted by Vulture Lance on appropriately Atk-penalized enemies, competently-built magic enemies will easily shred through Matthis's very unassuming, usually uninvested Res, and many enemies are also fast enough to deal a death blow by doubling past his average Spd.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 2 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Vulture Lance

If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Vulture Lance+

If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.

Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Wind

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Wind

Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Chill Atk 1

At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.

Inheritable by all units.
Unlocks at 3 ★
60
B
Chill Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action.

Inheritable by all units.
Unlocks at 4 ★
120
B
Chill Atk/Def 2

At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action.

Inheritable by all units.
Unlocks at 5 ★
240
B
Rouse Def/Res 1

At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
C
Rouse Def/Res 2

At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
C
Rouse Def/Res 3

At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem

Banners Featured In

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