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Analysis by Wecondo12
Pirate Geese - A Life at Sea

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 46
ATK 38
SPD 35
DEF 32
RES 21

Stat Variations

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

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 43 35 32 29 18
Middle 46 38 35 32 21
High 49 42 38 35 24

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

↙→↘↓↙←↘ + Punch (Spurn Defensive)

Build by Wecondo12
Recommended
Flowing Lance+ (+Spd)
Alternate: Slaying Lance+ (+Spd)
A Distant Counter
Positional Assist B Spurn 3
Alternate: Spd-Based DR B Slot
Noontime
Alternate: Sol
C Pulse Smoke 3
IVs

+SPD / -HP

SSpd/Res Solo 3

Show Explanation/Analysis

Weapon: Flowing Lance(+SPD) / Slaying Lance(+SPD) / Guard Lance(+SPD)

Assist: Positional Assist

Special: Noontime / Sol

Passive A: Distant Counter

Passive B: Spurn / Repel / Close Call

Passive C: Pulse Smoke / Preference

Sacred Seal:  Spd/Res Solo

  • Thanks to his solid stats, Geese is an excellent user of many inheritable weapons, and his base 35 Speed is good enough to make effective use of the devastating Distant Counter+Spurn combination to greatly reduce the damage he takes against enemies he outspeeds while enhancing his Special damage at 75% HP or less.
  • Geese’s innate Flowing Lance is a solid choice, as it grants him an enhanced version of Atk/Def Lull as long as no allies are adjacent to him during combat, significantly increasing his durability and damage output. He can also make good use of a Slaying Lance in order to take advantage of a 1cd Noontime or to instantly charge Sol with the help of Brave Lucina, or he can use a Guard Lance to inhibit enemy Special access.
  • Pulse Smoke also enhances his ability to Deny the enemy’s Specials, as it allows him to increase the Enemy’s special cooldown by 1 after combat.
  • Distant Counter is essential to give Geese the ability to counterattack at range, as otherwise ranged foes would be able to chip away at Geese’s HP without fear.
  • Lastly, Spd/Res Solo grants Geese additional Speed and Resistance, aiding his lackluster Resistance and maximizing his ability to outspeed foes and access Spurn’s maximum possible damage reduction.

Raging Storm!(Galeforce)

Build by Wecondo12
It's Curtains...+ (+Spd)
Alternate: Slaying Lance+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Heavy Blade 4
Positional Assist B Lull Atk/Spd 3
Galeforce C Joint Drive Atk
IVs

+ATK or +SPD / -RES

SHeavy Blade 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: It’s Curtains....(+SPD) / Slaying Lance(+SPD)

Assist: Positional Assist

Special: Galeforce

Passive A: Swift Sparrow 2 or 3 / Heavy Blade 4

Passive B: Lull Atk/Spd

Passive C: Joint Drive Atk / Preference

Sacred Seal: Heavy Blade 3 / Quickened Pulse

  • Geese is also potent offensively, as his 38/35 offensive statline is nothing to scoff at. With It’s Curtains and an additional cooldown reduction from Quickened Pulse or an Ally’s Infantry Pulse or Grandscratcher, Geese has an extremely quick 2 Cooldown on his first Galeforce. In conjunction with Heavy Blade, Geese can easily activate Galeforce on his first round of combat provided Heavy Blade triggers, unless his opponent has a skill that denies Special activations, such as Guard. Geese can also opt for a simpler Galeforce build utilizing more budget skills, such as a Slaying Lance, due to the difficulty of obtaining a copy of It’s Curtains.
  • Swift Sparrow is a simple yet effective Player Phase skill, granting him a fantastic boost to his offenses at no cost during Player Phase. However, Geese will require support from Allies in order to reach 2 Cooldown on his Galeforce in this case. Heavy Blade 4 can also be used in conjunction with the Quickened Pulse Sacred Seal to accelerate Geese’s Galeforce to 2 Cooldown without any additional aid from allies, making him much more self-sufficient.
  • Lull Atk/Spd gives Geese an easier time outspeeding foes in addition to giving him easier Heavy Blade activations due to its Attack Debuff and Attack buff negation.
  • Lastly, Geese’s C slot skill is primarily up to preference. Joint Drive Atk can be used to buff his Attack when he’s near allies, but other skills, such as Atk Smoke, can be effective alternatives.

Untitled Geese Game(General Defensive)

Build by Wecondo12
Flowing Lance+ (+Res)
Alternate: Slaying Lance+ (+Res)
A Distant Counter
Positional Assist B Lull Atk/Spd 3
Alternate: Null Follow-Up 3
Noontime
Alternate: Sol
C Pulse Smoke 3
IVs

+ATK or +SPD or +DEF / -HP

SSpd/Res Solo 3
Alternate: Swift Stance 2

Show Explanation/Analysis

Weapon: Flowing Lance(+SPD/RES) / Slaying Lance(+SPD/DEF/RES) / Guard Lance(+RES/SPD)

Assist: Positional Assist

Special: Noontime / Sol

Passive A: Distant Counter

Passive B: Lull Atk/Spd / Special Spiral / Null Follow-Up / Wrath

Passive C: Pulse Smoke / Preference

Sacred Seal: Spd/Res Solo / Swift Stance
 

  • Geese can also perform well with the wide array of skill options the infantry class has available, such as Lulls, which enhance his durability further, especially when combined with his innate Flowing Lance, Special Spiral, which allows him to keep his Specials charged without the aid of Brave Lucina after his first activation, and Null Follow-up, which allows him to check a plethora of dangerous threats that are reliant on their automatic follow-up attacks to ensure KO’s such as Fallen Julia.
  • Distant Counter remains essential to ensure Geese is able to counterattack and KO foes at range. Pulse Smoke also remains a great option, but it can be swapped according to the team’s needs.
  • Lastly, sacred seals such as Spd/Res Solo and Swift Stance naturally compliment this build’s defensive playstyle by granting him additional stats during Enemy Phase.

Strengths

Infantry

As an Infantry unit, Geese is afforded a plethora of advantages, such as a lack of weaknesses to many forms of effective weaponry and access to a wide variety of powerful skills, such as Spurn, Special Spiral, and Null Follow-up.

Solid Statline

Geese’s Statline is also very solid overall aside from his resistance, and with a 38/35 offensive spread in addition to his fairly high 46 HP and a good base 32 Defense, Geese will have very little problems whether he’s dishing out hits or taking physical damage.

Weaknesses

Low Resistance

Geese’s base 21 Resistance is quite lacking, and it leaves him extremely vulnerable to being KO’d by magic using foes without the aid of a Resistance Refine or Resistance increasing skills such as Spd/Res Solo.

Lack of exclusive weapon

Geese’s lack of an exclusive weapon means he stands out less when compared to other lance infantry units with similar statlines and powerful exclusive weaponry, such as Female Kris and Apotheosis Anna.

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 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Flowing Lance

If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Flowing Lance+

If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

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

Support Skills

Support Skills Rng. SP
Reposition

Target ally moves to opposite side of unit.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Fire Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.

Inheritable by all units.
Unlocks at 3 ★
50
A
Fire Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.

Inheritable by all units.
Unlocks at 4 ★
100
A
Fire Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.

Inheritable by all units.
Unlocks at 5 ★
200
A
Infantry Pulse 1

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-5. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 1 ★
60
C
Infantry Pulse 2

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-3. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 2 ★
120
C
Infantry Pulse 3

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit’s HP. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Binding Blade

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