- Default
- Attack
- Special
- Injured




New Year Keaton - Resolved Wolfskin |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 19 | 10 | 6 | 9 | 4 |
Middle | 20 | 11 | 7 | 10 | 5 |
High | 21 | 12 | 8 | 11 | 6 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
+27'ing Outta 2020 (One-Hit Special, Wrath Edition)
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Resolved Fang | A | Sturdy Stance (2 or 3) Alternate: Fierce Breath |
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Positional Assist | B | Wrath 3 |
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Moonbow Alternate: Glimmer |
C | Time's Pulse 3 Alternate: Def Smoke 3 |
IVs | +ATK / -SPD | S | Atk/Def Solo 3 Alternate: Quickened Pulse |
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)
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Resolved Fang | A | Fierce Breath Alternate: Death Blow (3 or 4) |
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Positional Assist | B | Special Spiral 3 |
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Ignis Alternate: Moonbow |
C | Def Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK / -SPD | S | Atk/Def Solo 3 Alternate: Death Blow 3 |
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)
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Resolved Fang | A | Sturdy Stance (2 or 3) Alternate: Atk/Def Solo 4 |
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Positional Assist | B | Lull Atk/Def 3 Alternate: Quick Riposte 3 |
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Bonfire Alternate: Sol |
C | Atk Smoke 3 Alternate: Rouse Atk/Def 3 |
IVs | +ATK or +DEF / -SPD | S | Atk/Def Solo 3 Alternate: Quick Riposte 3 |
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. |
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![]() 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
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50 | 1 | 4 |
![]() 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
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100 | 1 | 6 |
![]() 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
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200 | 1 | 9 |
![]() Grants 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.
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400 | 1 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Push adjacent ally 2 spaces farther away. Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants Def+2 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
50 | A |
![]() If unit initiates combat, unit granted Atk/Def+2 during battle. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
120 | A |
![]() If unit initiates combat, unit granted Atk/Def+4 during battle. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() If 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 |
![]() If 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 |
![]() If 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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