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Analysis by Chibi_Chu
Pent - Mage General

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 40
ATK 38
SPD 39
DEF 19
RES 30

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 8 5 7
Middle 18 8 9 6 8
High 19 9 10 7 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 35 36 15 26
Middle 40 38 39 19 30
High 43 42 43 22 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

Go ahead, tap the Surrender button. (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Tome of Reglay A Atk/Spd Push 4
Alternate: G Duel Infantry 4

Alternate: Rally Assist
B Lull Atk/Res 3
Alternate: Null Follow-Up 3
Luna
Alternate: Glimmer
C Time's Pulse 3
Alternate: Infantry Pulse 3
IVs

+ATK or +SPD / -DEF or -RES

SQuickened Pulse
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Tome of Reglay 

Assist: No Assist / Rally Assist

Special: Luna / Glimmer / Dragon Fang

Passive A: Atk/Spd Push 4 / G Duel Infantry 4 / Sturdy Impact / Triangle Adept

Passive B: Lull Atk/Res / Null Follow-Up / Lancebreaker

Passive C: Time’s Pulse / Infantry Pulse 

Sacred Seal: Quickened Pulse / Swift Sparrow / HP-increasing Sacred Seal / Steady Blow

  • Tome of Reglay grants -1 Special cooldown to Pent and magic allies within 2 spaces if their Special is at its maximum cooldown; this allows Pent to charge the Specials of his ally mage nukes in addition to himself, an extremely valuable support option. Its flat +3 Attack and +6 Atk/Spd during combat if the enemy’s HP is ≥ 75% allows Pent to become a hard-hitter himself, especially considering his 38/39 offenses and his ability to charge his own Special. The combination of Tome of Reglay, Time’s Pulse, and Quickened Pulse allows Pent to ready a 3-cooldown Special such as Luna or Draconic Aura on turn 1; he can even use Dragon Fang, a 4-cooldown Special, with an Infantry Pulse buff from an additional ally.
  • Typically, units that are meant to be in combat use Rally Assists to extend their ranges or no Assist to receive a refresh from units such as Duo Peony, Mirabilis, and Triandra. While Pent’s main draw is his support, his combat is impressive as well, so receiving a refresh would likely be beneficial regardless.
  • Atk/Spd Push 4 and Lull Atk/Res are excellent A and B slots respectively for maximizing Pent’s offensive capabilities, with the former granting +7 Atk/Spd if Pent’s HP is ≥ 25% and the latter inflicting -3 Atk/Res on the enemy and neutralizing their visible Atk/Res buffs during combat. Sturdy Impact is a strong alternative A slot if players wish to maximize Pent’s survivability, as it grants +6 Attack, +10 Defense, and follow-up prevention on initiation. Null Follow-Up is a great alternative B slot, as it neutralizes effects that prevent Pent’s follow-up attack or guarantee the enemy’s follow-up attack, increasing his offensive and defensive consistencies.
    • The classic Triangle Adept + Lancebreaker combination can also be chosen for players that wish to punish Brave Hector and Kris (F) users as much as possible, though this makes Pent’s damage output against non-Blue/non-Lance units substantially worse.
  • If using Infantry Pulse rather than Time’s Pulse, Pent’s native G Duel Infantry 4 can ensure that he provides the -1 Special cooldown buff to as many Infantry allies as possible, as he can only provide it to Infantry allies with less HP than him. Players can also replace Quickened Pulse with an HP-increasing Sacred Seal to further secure Infantry Pulse’s buff or with an offense-increasing Sacred Seal such as Swift Sparrow to improve Pent’s general offense.
  • Special notes about HP IVs:
    • +HP may be necessary for Pent if he uses Infantry Pulse and depending on his allies.
    • On the flip side, -HP may instead be necessary for Pent if he plans to receive Special cooldown reductions from allies’ Infantry Pulses.

I've never met a girl whose heart was so clear... (General Offense)

Build by Chibi_Chu
Recommended
Tome of Reglay A Atk/Spd Push 4
Alternate: Fury (3 or 4)
Positional Assist B Desperation 3
Draconic Aura
Alternate: Dragon Fang
C Time's Pulse 3
IVs

+ATK or +SPD / -DEF

SAtk/Spd Solo 3
Alternate: Heavy Blade 3 / Flashing Blade 3

Show Explanation/Analysis

Weapon: Tome of Reglay 

Assist: Positional Assist

Special: Draconic Aura / Dragon Fang / Luna

Passive A: Atk/Spd Push 4 / Fury (3 or 4)

Passive B: Desperation

Passive C: Time’s Pulse

Sacred Seal: Atk/Spd Solo / Flashing Blade / Heavy Blade / Swift Sparrow

  • Tome of Reglay grants Pent a flat +3 Attack and an additional +6 Atk/Spd during combat if the enemy’s HP is ≥ 75%. In combination with 38/39 offenses, Pent can become an incredibly potent Player Phase unit.
  • Much of Pent’s kit is dependent on his Special:
    • If Pent chooses to use a 3-cooldown Special such as Draconic Aura or Luna, then assuming he receives the -2 Special cooldown (in total) from Tome of Reglay and Time’s Pulse, he will begin the turn with 1 cooldown. This allows Pent to activate his 3-cooldown Special on his follow-up attack assuming no Guard or follow-up prevention effects are active, even without receiving a counterattack or Special acceleration from skills such as Flashing Blade and Heavy Blade. 
    • If Pent chooses to use a 4-cooldown Special such as Dragon Fang, then assuming he receives the -2 Special cooldown (in total) from Tome of Reglay and Time’s Pulse, he will begin the turn with 2 cooldown. This allows Pent to activate his 4-cooldown Special on his follow-up attack assuming no Guard or follow-up prevention effects are active if he has Special acceleration from skills such as Flashing Blade and Heavy Blade or he receives a counterattack.
    • For 3-cooldown Special sets that use Desperation (allowing Pent to perform his follow-up attack before the enemy can counterattack if his HP is ≤ 75%), Pent does not need Flashing Blade or Heavy Blade in his A slot or Sacred Seal to activate his Special on his follow-up attack, assuming he receives the -2 Special cooldown at the start of the turn. He can instead devote his A slot and Sacred Seal to increasing his offenses with skills such as Atk/Spd Push 4, Fury, and Atk/Spd Solo; the recoil from Atk/Spd Push 4 or Fury in his A slot grants Pent additional safety when attempting to reach the HP threshold for Desperation.
    • For 4-cooldown Special sets that use Desperation, Pent needs Flashing Blade or Heavy Blade in his A slot or Sacred Seal in order to activate his Special on his follow-up attack. With Flashing or Heavy Blade in his Sacred Seal, Pent should use Atk/Spd Push 4 or Fury in his A slot for the same reasons as the 3-cooldown Special sets.

Count Reglay (Player Phase Nuke)

Build by Chibi_Chu
Tome of Reglay A Atk/Spd Push 4
Alternate: Death Blow (3 or 4)
Positional Assist B Lull Atk/Res 3
Glimmer C Time's Pulse 3
IVs

+ATK / -DEF

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

Show Explanation/Analysis

Weapon: Tome of Reglay 

Assist: Positional Assist

Special: Glimmer

Passive A: Atk/Spd Push 4 / Death Blow (3 or 4)

Passive B: Lull Atk/Res

Passive C: Time’s Pulse

Sacred Seal: Atk/Spd Solo / Atk/Def Solo / Death Blow

  • In addition to effectively granting Pent +9 Attack and +6 Speed, Tome of Reglay can grant Pent -1 Special cooldown if his Special is at maximum cooldown. In combination with his native Time’s Pulse, Pent can instantly charge a 2-cooldown Special (such as his native Glimmer) and fulfill the role of a once-per-phase OHKO nuke. Glimmer is chosen over Moonbow because as it increases Pent’s damage by 50% when activated, it has a much higher damage ceiling.
  • The remainder of Pent’s set should be devoted to increasing his damage output to secure as many OHKOs as possible.
    • Atk/Spd Push 4 grants Pent +7 Atk/Spd during combat if his HP is ≥ 25%, effectively increasing his damage by 10 when Glimmer is activated (7 * 1.5 = 10.5, but FEH rounds down to 10). The additional Speed can also be nice in case Pent misses an OHKO, oftentimes allowing him to perform a follow-up attack to 2HKO instead. Death Blow 4 exceeds Atk/Spd Push 4’s damage by 2 (8 * 1.5 = 12), and Death Blow 3 is a budget-friendly option that only decreases the damage from Atk/Spd Push 4 by 1 (6 * 1.5 = 9). Something to note is that Atk/Spd Push 4 functions on Enemy Phase while Death Blow does not, which is nice if Pent finds himself needing to Enemy Phase from time to time.
    • Pent’s native Lull Atk/Res is excellent for a nuking set, as he inflicts -3 Atk/Res and neutralizes the enemy’s visible Atk/Res buffs during combat. The Resistance decrease and buff neutralization help maximize Pent’s damage output, while the Attack decrease and buff neutralization can help Pent survive in case he needs to receive a counterattack as a result of failing to OHKO.
    • Atk/Spd Solo, Atk/Def Solo, and Death Blow all grant Pent +6 Attack, making them equally strong solely in terms of OHKOing. Atk/Spd Solo is still ideal, however, as Pent’s high Speed can allow him to perform a follow-up attack should he fall short of an OHKO. Atk/Def Solo grants Pent additional physical bulk in a pinch, also making it a good choice; while the Solo skills may have an arguably more difficult condition (non-adjacency to allies) than Death Blow’s simple initiation condition, they not only work on Enemy Phase if necessary, but also grant the additional +6 Speed or +6 Defense respectively.

Strengths

Fantastic offenses

Living up to his dominant FE7 performance and making Louise proud, Pent’s 38 Attack and 39 Speed are among the highest in the game, allowing him to dish out great damage and frequently perform follow-up attacks. He can also soak debuffs from skills such as Chill Atk and Chill Spd and the Bright Shrine structure in Aether Raids.

Solid magical bulk

40 HP and 30 Resistance sum to a decent 69 magical bulk, usually permitting Pent to survive at least one magical attack.

Tome of Reglay

The true Mage General of Etruria has rightfully been blessed with one of the most unique personal weapons in the game.

  • Starting off small, Tome of Reglay grants Pent +3 Attack, making the weapon effectively have 17 Might rather than the usual 14.
  • At the start of the turn, Pent grants -1 Special cooldown to himself and all magic allies within 2 spaces if their Special cooldown is at its maximum value. For example, Pent’s native Glimmer has a maximum of 2 cooldown, so if its cooldown is at 2 at the start of the turn, it will be reduced to 1. This stacks with Time’s Pulse, so in Pent’s case, Tome of Reglay + Time’s Pulse allows him to ready Glimmer at the start of his turn as long as its cooldown was 2.
  • Further improving Pent’s offensive capability is an additional +6 Atk/Spd granted to him during combat if the enemy’s HP is ≥ 75%.

Tome of Reglay provides a mix of fantastic support and boosted offenses to make Pent an invaluable unit, particularly on Aether Raids Defense. His “Area-of-Effect Time’s Pulse” of sorts allows him to charge the Specials of mages within 2 phases even if they are not Infantry, unlike units that grant Special cooldown to their allies through Infantry Pulse. Non-Infantry mages that particularly benefit from this include Summer Byleth (F), Spring Severa, Legendary Lilina, and Reinhardt, as they all have -1 Special cooldown or a Brave effect in their weapons to activate their Specials before the enemy can counterattack (unless a Guard effect is active).

Infantry advantages

Pent’s performance benefits greatly from having access to powerful skills such as Flashing Blade, Null Follow-Up, his native Lull Atk/Res, and his native Time’s Pulse. Pent becomes a more reliable unit with these skills, as his combat performance and consistency are greatly increased by them.

Uniquely versatile

As of the time of writing, Pent is the only unit in the game to have an Area-of-Effect Time’s Pulse through his aforementioned personal weapon. While this is Tome of Reglay’s main perk, its 14 Might, +3 Attack, and conditional +6 Atk/Spd effectively raises Pent’s offenses to 61/45 before IVs, skills, and support, more than enough to play a hybrid role of support and offense.

Weaknesses

Low physical bulk

As per usual for mages, Pent trades his physical bulk, sitting at a dangerously low 58, for his amazing offenses and respectable magical bulk. Caution should be taken around physical enemies, especially on Enemy Phase, to prevent Count Reglay from being down for the count.

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
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
Tome of ReglayGrants Atk+3. At start of turn, grants Special cooldown count-1 to any magic allies within two spaces of unit (including unit) that has their Special cooldown count at its maximum value. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
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
G Duel Infantry 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Green Infantry units only
Unlocks at 2 ★
70
A
G Duel Infantry 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Green Infantry units only
Unlocks at 3 ★
150
A
G Duel Infantry 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Green Infantry units only
Unlocks at 4 ★
300
A
G Duel Infantry 4Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Green Infantry units only
Unlocks at 5 ★
300
A
Lull Atk/Res 1Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Atk/Res 2Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Atk/Res 3Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Time's Pulse 1At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 3 ★
60
C
Time's Pulse 2At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 4 ★
120
C
Time's Pulse 3At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: The Blazing Blade

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