- Default
- Attack
- Special
- Injured




Pirate Geese - A Life at Sea |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 19 | 7 | 8 | 7 | 5 |
Middle | 20 | 8 | 9 | 8 | 6 |
High | 21 | 9 | 10 | 9 | 7 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
↙→↘↓↙←↘ + Punch (Spurn Defensive)
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Flowing Lance+ (+Spd) Alternate: Slaying Lance+ (+Spd) |
A | Distant Counter |
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Positional Assist | B | Spurn 3 Alternate: Spd-Based DR B Slot |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 |
IVs | +SPD / -HP | S | Spd/Res Solo 3 |
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)
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It's Curtains...+ (+Spd) Alternate: Slaying Lance+ (+Spd) |
A | Swift Sparrow (2 or 3) Alternate: Heavy Blade 4 |
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Positional Assist | B | Lull Atk/Spd 3 |
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Galeforce | C | Joint Drive Atk |
IVs | +ATK or +SPD / -RES | S | Heavy Blade 3 Alternate: Quickened Pulse |
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)
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Flowing Lance+ (+Res) Alternate: Slaying Lance+ (+Res) |
A | Distant Counter |
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Positional Assist | B | Lull Atk/Spd 3 Alternate: Null Follow-Up 3 |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 |
IVs | +ATK or +SPD or +DEF / -HP | S | Spd/Res Solo 3 Alternate: Swift Stance 2 |
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. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() 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
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200 | 1 | 10 |
![]() 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
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300 | 1 | 14 |
Available Rearmed Weapons |
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Arcane Qiang (+Def) |
Arcane Qiang (+Res) |
Arcane Qiang (+Atk) |
Arcane Qiang (+Spd) |
Arcane Qiang |
Support Skills
Support Skills | Rng. | SP |
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![]() Target ally moves to opposite side of unit. Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() 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 |
![]() 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 |
![]() 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 |
![]() Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.) Infantry Units Only Unlocks at 1 ★ |
60 | C |
![]() Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.) Infantry Units Only Unlocks at 2 ★ |
120 | C |
![]() Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.) Infantry Units Only Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Binding Blade
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