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New Year Keaton

Analysis by accidentalgreed
New Year Keaton - Resolved Wolfskin

4-5

Obtainable as a 4 - 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 48
ATK 41
SPD 24
DEF 43
RES 20

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 19 10 6 9 4
Middle 20 11 7 10 5
High 21 12 8 11 6

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 45 38 21 39 17
Middle 48 41 24 43 20
High 51 45 27 46 23

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

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

+27'ing Outta 2020 (One-Hit Special, Wrath Edition)

Build by accidentalgreed
Recommended
Resolved Fang A Sturdy Stance (2 or 3)
Alternate: Fierce Breath
Positional Assist B Wrath 3
Moonbow
Alternate: Glimmer
C Time's Pulse 3
Alternate: Def Smoke 3
IVs

+ATK / -SPD

SAtk/Def Solo 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Resolved Fang

Assist: Positional Assist

Special: Moonbow / Glimmer / Noontime

Passive A: Sturdy Stance / Fierce Breath / Fury / Atk/Def Push 4 / Steady Breath / Distant Counter / Distant Foil / Atk/Def Solo / Steady Breath 

Passive B: Wrath

Passive C: Time's Pulse / Def Smoke

Sacred Seal: Atk/Def Solo / Quickened Pulse / Brazen Atk/Def 

  • This build should be familiar to those already acquainted with Barst's Double Wrath build. The game plan is mostly similar: Wrath adds 10 additional damage and charges Keaton's chosen Special passively if he gets to 75% HP or below. Thus, it can be stacked with Resolved Fang's additional damage effects (assuming Keaton is transformed and his Defense is higher than his opponent's) and Time's Pulse's precharging effect to essentially have burst damage ready to go at the start of every turn.
  • If lacking Time's Pulse for inheritance, you can resort to a Breath skill or an ally-provided equivalent (such as Brave Lucina's Geirskogul or Velouria's Renewed Fang or Infantry Breath) to help activate Keaton's chosen 2 CD Special instantly. Without Time's Pulse and with just Wrath, keep in mind that Keaton will have to wait two turns as opposed to just one for instant full charge at the start of each turn. Additionally, Quickened Pulse helps Keaton get his first Special up and going, but will pretty much be an empty slot afterwards. 
  • For higher-investment builds, Distant Foil and Distant Counter expand the number of enemies Keaton can unleash a Wrath-powered counterattack on, and especially makes him a solid Legendary Chrom check.
  • For more convenient Wrath setup, you may also consider running Fury or Atk/Def Push as Keaton's chosen A slot skill, given their after-combat recoil effect. 
  • As Keaton will generally have to wait between 1-2 turns to have his Special charge up fully (due to Wrath's passive charge effect), it's imperative to practice safe kiting rather than go into multiple rounds of combat in one turn. 

New Year Doge, Nay Olde Tricks (One-Hit Special, Spiral Edition)

Build by accidentalgreed
Recommended
Resolved Fang A Fierce Breath
Alternate: Death Blow (3 or 4)
Positional Assist B Special Spiral 3
Ignis
Alternate: Moonbow
C Def Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK / -SPD

SAtk/Def Solo 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Resolved Fang

Assist: Positional Assist

Special: Ignis / Moonbow / Sol / Glimmer / Bonfire / Noontime

Passive A: Fierce Breath / Death Blow / Atk/Def Solo / Distant Counter / Distant Foil / Steady Breath / Atk/Def Bond

Passive B: Special Spiral

Passive C: Atk Smoke / Def Smoke

Sacred Seal: Atk/Def Solo / Death Blow / Quick Riposte / Atk/Def Bond

  • Another useful twist on instant Special activation involves the use of Special Spiral, which allows Keaton to charge up 2 to 4 CD Specials with extremely improved frequency. The build largely depends on which Special you're going with.
    • Ignis + Breath skill (or ally-provided equivalent): Requires a Breath skill (or ally-provided equivalent such as Geirskögul or Renewed Fang or Infantry Breath) in order to instantly charge Ignis after Spiral activation for a total of 4 CD. Quick Riposte can be used in the Sacred Seal to make setting up the initial Spiral easier on Keaton's first fight. In short, this is the hardest hitting build Keaton can do thanks to Ignis's huge Defense scaling and Resolved Fang's additional damage effects.
    • Moonbow / Glimmer / Noontime: Doesn't require any additional skills in particular as Spiral will help fully charge these after every match. Though weaker than other choices, the fact that these Specials are 2 CD means they are ready to fire in both enemy and player phase—rather than leaving Keaton inflexibly limited to enemy phase. Therefore, Keaton is also free to choose whichever A-slot and Sacred Seals he needs to improve his damage.
    • Sol: Sol is more sustain focused than other choices, though the added damage of Resolved Fang helps pick up the slack so that Keaton can both heal himself and deal good burst damage. This is ready to fire after Special Spiral + one enemy attack for a total of 3 CD.  
    • Bonfire: Also like Sol, Bonfire is ready to go after one round of Special Spiral and tanking an enemy attack. Unlike Ignis, this doesn't take Special support or a Breath skill to run while still hitting very hard off Keaton's great Defense.
  • Keep in mind which phase(s) Keaton is operating in in order to optimize his damage output. As usual, Atk/Def Solo or Atk/Def Bond in the A slot or Sacred Seal or both is a good way to make Keaton spruced for both phases in emergencies, while other choices depend on skills run as well as intended use. 

tfw less tiddy than kaden (Physical Tank)

Build by accidentalgreed
Recommended
Resolved Fang A Sturdy Stance (2 or 3)
Alternate: Atk/Def Solo 4
Positional Assist B Lull Atk/Def 3
Alternate: Quick Riposte 3
Bonfire
Alternate: Sol
C Atk Smoke 3
Alternate: Rouse Atk/Def 3
IVs

+ATK or +DEF / -SPD

SAtk/Def Solo 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Resolved Fang

Assist: Positional Assist

Special: Bonfire / Sol

Passive A: Atk/Def Solo / Sturdy Stance / Atk/Def Bond / Distant Counter / Distant Foil

Passive B: Lull Atk/Def / Quick Riposte / Atk/Def Link

Passive C: Atk Smoke / Rouse Atk/Def / Joint Drive Def / Joint Drive Atk

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

  • This build focuses more on Keaton's physical tanking talents, as he is more than capable of doing so thanks to the durability granted by his massive HP, Attack, and Defense, as well as the stat effects of Resolved Fang. The game plan is simple: simply plant Keaton in an ideal space free counters (especially mages) and overwhelm other opposing physical enemies with his sheer might.
  • Fortunately, a lot of Keaton's usual skill slots apply here; Atk/Def augmenting A slot and Sacred Seal skills such as Atk/Def Solo, Sturdy Stance, and Atk/Def Bond further improve his tankability, and Atk Smoke in the C slot is an accessible an easy way to take on mobs of enemies.
  • Lull Atk/Def is pretty much the top of the crop when it comes to tanky B slot skills, as it cancels any existing bonuses in those stats on the enemy and further pushes them down by -3. It also makes Resolved Fang's Defense comparison more feasible against exceptionally high-Defense enemies. Lacking that, Quick Riposte is a perfectly good and accessible method of giving an actual method of following-up and closing kills more often. 
    • If running Lull Atk/Def, it's advisable to run Quick Riposte as the Sacred Seal for the best of both worlds, though stacking stat seals (i.e. Double Solo or double Bond) is also a nice way to overwhelm the enemy.
  • Some higher-investment choices you may make include running a Distant-style skill in the A-slot (making Keaton a more reliable Legendary Chrom check as well as expanding his counterattacking options in general) as well as running Rouse Atk/Def or Joint Drive Atk in the C slot for self-buffing.

Strengths

Resolved Fang

Despite Keaton's free status, he surprisingly managed to score fantastically in the weapon department. Essentially, in addition to the usual infantry beast effect (that is, gaining +2 Atk and a flat +10 damage on his Specials when transformed), his Resolved Fang offers some serious punch if set up correctly. 

Specifically, the "foe's HP ≥ 75%" condition of the Fang is pretty much in effect most of the time as all map pieces start out as full health anyway, and when that is fulfilled, it gives Keaton even more physical bulk (+5 Def) and a surprising yet potentially lethal amount of damage potential: -5 enemy Def and 70% of the difference between Keaton's humongous Defense compared to the foe's.

Beastly Investment in Attack, Defense, and HP

Keaton brings some nostalgic remembrance into the new year with a statline so reminiscent of first-generation axe infantry (lookin' at you, Bartre) it's almost blinding. That said, having min-maxed HP, Attack, and Defense values does make life pretty good for Keaton with great damage output and fantastic matchups versus other physically-inclined enemies, especially Duessel and Legendary Chrom and Brave Hector

Infantry Perks / Solid Inheritance Options

Access to Wrath, Special Spiral, Time's Pulse, Breath skills, and Lull Atk/Def to add variety to an otherwise simple playstyle is something Keaton would be very thankful for in the new year.

Free Unit

The Resolved Wolfskin is freely available as a Tempest Trials unit, and any future copies will be at your beck and call via Heroic Grails rather than Orbs.

Weaknesses

Exploitable Speed

Keaton's base 24 Speed just barely floats above the "unacceptable" category as he makes himself vulnerable to follow-up attacks while being unable to make his own without Quick Riposte in most cases.

Terrible Magical Tolerance

Even worse than Keaton's Speed is his Resistance, which makes taking any hit from magic and dragonstones a certainly bad omen for the incoming year. 

Competition

(Intelligent Systems is really digging it in with the free green melee infantry units this year, eh?) 

As the green melee infantry pool grows wider and more competitive in Heroes, Keaton's use case may be contested by units with similar playstyles (Barst) or overall more balanced, reliable statlines (Ninja Hana, Echidna, Dieck).

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Infantry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Learns by default at 1 ★
Unlocks at 1 ★
Beast Infantry Only
50 1 4
Yearling (Infantry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Learns by default at 3 ★
Unlocks at 2 ★
Beast Infantry Only
100 1 6
Adult (Infantry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Learns by default at 4 ★
Unlocks at 3 ★
Beast Infantry Only
200 1 9
Resolved FangGrants Def+3. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit, inflicts Def-5 on foe during combat, and then, if unit's Def > foe's Def, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.)  At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
SmitePush adjacent ally 2 spaces farther away.
Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Armored Blow 1Grants Def+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
50
A
Sturdy Blow 1If unit initiates combat, unit granted Atk/Def+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
A
Sturdy Blow 2If unit initiates combat, unit granted Atk/Def+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Atk/Def Link 1If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+2 to unit and target ally\nor unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
60
B
Atk/Def Link 2If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+4 to unit and target ally\nor unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
B
Atk/Def Link 3If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+6 to unit and target ally\nor unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
B

Other Info

Origin
Fire Emblem Fates

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