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Analysis by accidentalgreed
Plegian Kris - Ardent Firebrand

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 41
ATK 37
SPD 37
DEF 31
RES 22

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 18 8 8 6 4
Middle 19 9 9 7 5
High 20 10 10 8 6

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 37 34 34 28 19
Middle 41 37 37 31 22
High 44 40 40 34 25

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

The Emerald Jackle (Mid-Investment Melee Brawler)

Build by accidentalgreed
Recommended
Plegian Axe+ (+Spd) A Atk/Spd Solo (3 or 4)
Alternate: Swift Sparrow 3
Positional Assist B Lull Atk/Spd 3
Alternate: Lull Atk/Def 3
Bonfire
Alternate: Galeforce
C Atk Smoke 3
Alternate: Def Smoke 3
IVs

+SPD / -RES

SHeavy Blade 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Plegian Axe (+Spd)

Assist: Positional Assist

Special: Bonfire / Galeforce / Moonbow

Passive A: Atk/Spd Solo / Swift Sparrow / Atk/Spd Push 4 / Atk/Def Solo / Heavy Blade

Passive B: Lull Atk/Spd / Lull Spd/Def / Lull Atk/Def

Passive C: Atk Smoke / Def Smoke

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

  • He's definitely no Freyja, but for a free unit, Kris comes with one of the best Atk/Spd spreads a green axe cavalier can ask for in recent times. Thus, we come to a skill combination most modern-day cavalry is familiar with from 2018 onwards: Solo + Lull.
  • Running Atk/Spd Solo not only makes Kris serviceable in both player and enemy phase, but it also synergizes with the Solo requirement of Plegian Axe, allowing Kris to make further use of the Atk/Def swings offered in the weapon. Should that not be available, other Atk/Spd-boosting skills such as Swift Sparrow and Atk/Spd Push 4 are perfectly good, and even Atk/Def Solo isn't a bad alternative choice given it doubly improves his physical bulk alongside Plegian Axe.
  • Cavalry units like Kris are blessed with access to Lull skills, which turns the tide on most matchups by further inflicting a penalty of -3 to two chosen stats while cancelling visible bonuses altogether. As long as it doesn't involve Res (for obvious reasons), most physically-based Lulls are up to your choosing. Lull Atk/Spd is notable for greatly enhancing Kris's follow-up potential, defensive presence, and Heavy Blade activation potential.
  • Speaking of which, Heavy Blade is optimal especially when using Bonfire or Galeforce, both of which require the extra cooldown charge to activate within a single combat. Thanks to the Atk penalties coming from Plegian Axe and possibly an Atk-based Lull skill, it's not difficult at all to activate it. If you prefer a stat-stacking approach, favoring another Solo skill like Atk/Spd Solo is always a great option, though without Heavy Blade anywhere in the built, Kris is best off using Moonbow.
  • Atk Smoke is yet again an optimal C slot skill on Kris, especially as it directly benefits the penalty doubling effect of Plegian Axe and takes advantage of the fact that a Solo-based build can operate in enemy phase as well. Additionally, it allows easier Heavy Blade activation against particularly high-Attack enemies. For better damage output, Def Smoke is also an option but not quite as multipurpose as Atk Smoke.

Katarina's Hen Party (High-Investment Smoke Tank)

Build by accidentalgreed
Recommended
Plegian Axe+ (+Spd)
Alternate: Plegian Axe+ (+Res)
A Distant Counter
Positional Assist B Lull Atk/Spd 3
Alternate: Mystic Boost 3
Noontime
Alternate: Sol
C Atk Smoke 3
Alternate: Def Smoke 3
IVs

+SPD or +RES / -HP (merge when possible)

SSpd/Res Solo 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Plegian Axe+ (+Res) / Plegian Axe+ (+Spd)

Assist: Positional Assist

Special: Noontime / Sol

Passive A: Distant Counter

Passive B: Lull Atk/Spd / Mystic Boost / Vantage

Passive C: Atk Smoke / Def Smoke / Pulse Smoke

Sacred Seal: Spd/Res Solo / Atk/Spd Solo / Atk/Def Solo

  • Despite Kris's run-of-the-mill defensive stats, when benefitting from Mythic blessings, merges, and several invested skills, he can be a surprisingly difficult force to take down. Most of all, Kris's native weapon, Plegian Axe, actually does very well in alleviating tankability issues.
    • In addition to lowering the enemy's Attack and Defense by -5 each simply by staying a distance from allies (which is ideal anyway so they can avoid being attacked by Danced units), these penalties increase further with any existing visible penalties, effectively doubling up to a value of -19 if Smokes are taken into account.
    • Thus, Kris's damage output and defensive presence can be massively improved—assuming he receives some proper setup such as distributing debuffs through his own Smoke skills (Atk Smoke is easy to access and is directly synergistic) or running other allies with Sabotage-style skills (Mila, for instance, already comes with Sabotage Atk).
  • The other parts of the build serve to improve Kris's survivability and general durability.
    • Distant Counter is pretty much essential as many common threats in Aether Raids are ranged, and Kris can use this opportunity to counterattack them and gain Noontime or Sol healing in return.
    • Kris's cavalry status unfortunately limits his B slot inheritance options. So, it's mostly a tossup between Lull Atk/Spd, which generally improves the quality of Kris's defenses while cancelling any possible buffs on his enemies, and Mystic Boost, which significantly lessens the amount of damage he might take from powerful enemy healers like Veronica while healing a nice bit after every combat.
      • Given Plegian Axe's great damage output on enemies with Defense penalties, Vantage is a decent budgetable option which can pave way for complete sweeps. Unfortunately, it can be countered with bulkier red units, Hardy Bearing, and counterattack cancellation skills.
    • To accommodate the penalty doubling effect of Plegian Axe, either Atk or Def Smoke is highly recommended as mentioned before. While it's possible to run both in two slots as a C slot and Sacred Seal, the Sacred Seal in particular is best reserved for an innate stat boosting skill while the remaining stat can be debuffed through ally-provided means (like Sabotage).
      • Pulse Smoke can be run to counteract Defense enemies with precharged Specials, though this comes at the opportunity cost of being able to distribute visible penalties through the previously mentioned Smoke skills.
    • Since Plegian Axe requires that Kris should be away from allies, a Solo skill of your choice best suits him to encourage this condition. Spd/Res Solo tends to offer the best of both words by improving Kris's otherwise forgettable magical resistance while further strengthening his great Speed, though the others can be considered depending on preference and ally support.

riding on a horse on desert sand sure is a tactical choice (Low-Investment Offensive)

Build by accidentalgreed
Plegian Axe+ (+Spd) A Fury 3
Positional Assist B Desperation 3
Alternate: Chill Atk 3
Moonbow
Alternate: Bonfire
C Atk Smoke 3
Alternate: Hone Cavalry
IVs

+SPD or +ATK / -RES 

OR Neutral for low-investment purposes

SAtk/Spd Solo 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Plegian Axe+ (+Spd)

Assist: Positional Assist

Special: Moonbow / Bonfire / Luna

Passive A: Fury

Passive B: Desperation / Chill Atk

Passive C: Atk Smoke / Hone Cavalry

Sacred Seal: Atk/Spd Solo / Swift Sparrow

  • Kris also operates well on a low-budget offensive build, given his great offensive spread and default weapon already carries him. Thus, you don't need to look further than the good old Fury + Desperation combination: Fury improves his stats all-around, and the recoil suffered after combat helps Desperation to kick in and allow Kris to close kills without fear of counterattack.
  • Atk/Spd Solo as the Sacred Seal does extremely well in further stacking Kris's offenses while encouraging Kris to abide by Plegian Axe's solo condition. Should that be taken by something else currently, Swift Sparrow is perfectly good.
  • Kris can alternatively simply keep his default Chill Atk to act as support by applying a solid penalty to a high-Attack unit. He can also use this debuff himself to grab a massive defensive advantage courtesy of Plegian Axe's penalty doubling.
  • Atk Smoke is another method of applying Attack debuffs against multitudes of enemies, though Kris would have to participate in combat himself first. To support other cavalry allies, he can also run cavalry-exclusive buffs such as Hone Cavalry.

Strengths

Solid Offensive Spread

A solid offensive stat spread of 37 Attack and 37 Speed is something that many units would sacrifice their unborn kid for nowadays, and Kris comes with it completely freely, allowing for consistent damage and follow-ups given the right skills investment.

Cavalry Perks

Riding a horse on desert terrain is most certainly a questionable tactic, though Kris takes it in stride by being able to move three spaces on his turn, in addition to access to the famed Lull skill line.

Native Access to Plegian Axe

Plegian Axe is one of the best inheritable weapons to come out in the game so far, and Kris revels in his native ownership of it. With it, he becomes more powerful and bulky as long as he isn't adjacent to his allies, and any penalty his enemies have will only strengthen him to even better heights.

Free Unit Perks

Kris is a very solid free-to-play unit, and everything he has to offer is available after getting copies of him through Tempest Trials, and then through the Heroic Grail shop (rather than spending Orbs) after it ends.

Weaknesses

Average Defenses

22 base Resistance is far from impenetrable and troubles Kris against magical hitting enemies consistently despite Attack penalties coming from Plegian Axe. His physical Defense doesn't suffer as much at base 31, but exceptionally powerful physical enemies can break through without a proper amount of penalty setup.

Cavalry Blues

Lack of good high-investment inheritance options aside from Lull skills as well as common terrain weaknesses (such as being unable to traverse water and mountains) makes Kris feel like he's actually swimming in quicksand sometimes.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Plegian AxeIf unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 10
Plegian Axe+If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Learns by default at 5 ★
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Defense +1Grants Def+1.
Inheritable by all units.
Unlocks at 3 ★
30
A
Spd Def 1Grants Spd/Def+1.
Inheritable by all units.
Unlocks at 4 ★
80
A
Spd Def 2Grants Spd/Def+2.
Inheritable by all units.
Unlocks at 5 ★
160
A
Chill Atk 1At the start of each turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.
Inheritable by all units.
Unlocks at 1 ★
60
B
Chill Atk 2At the start of each turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action.
Inheritable by all units.
Unlocks at 2 ★
120
B
Chill Atk 3At the start of each turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Inheritable by all units.
Unlocks at 4 ★
240
B

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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