- Default
- Attack
- Special
- Injured




Rearmed Líf - Arcane Blade |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 12 | 6 | 7 | 3 |
Middle | 19 | 13 | 7 | 8 | 4 |
High | 20 | 14 | 8 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 40 | 25 | 37 | 22 |
Middle | 41 | 43 | 29 | 41 | 26 |
High | 44 | 47 | 32 | 44 | 29 |
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
Hybrid Theory (Generalist)
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Arcane Éljúðnir (+Def) | A | Atk/Def Catch 4 Alternate: Distant Stance |
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Positional Assist | B | Deadly Balance Alternate: A/D Near Trace 3 |
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Open the Future Alternate: Galeforce |
C | Pulse Smoke 3 Alternate: Atk/Def Menace |
IVs | +ATK or +DEF | S | Atk/Def Catch 3 Alternate: Atk/Def Solo 3 |
Preferred IV: +ATK or +DEF
- Attack and Defense are Lif’s key stats and as such, would result in the most benefit from having an asset in.
Weapon: Arcane Éljúðnir (+Def)
Assist: Positional Assist
Special: Open the Future / Galeforce
- Open the Future grants both additional damage based on Lif’s exceptional Def stat as well as sustainability through healing.
- Upon activation, Galeforce allows for an additional action after combat.
Passive A: Atk/Def Clash / Distant Counter skills
- Any skill that greatly boosts Lif’s key stats such as the in-kit Atk/Def Clas make for a great choice of A slot.
- Distant Counter skills such as Distant Ward allow Lif to make the most of his weapon as a mixed phase duelist by enabling counterattacks against ranged units.
Passive B: Deadly Balance / A/D Near Trace / Wings of Mercy
- Deadly Balance further supplements Lif’s playstyle by providing an in combat debuff as well as Special cooldown acceleration.
- Near Trace skills can offer a worthwhile alternative by allowing Lif to move after combat with canto.
Passive C: Smoke Skills / Feud Skills / Flexible
- Smoke skills such as Pulse Smoke are very effective when taking on multiple opponents. Pulse Smoke is particularly effective in reducing the damage of opponents around the target after combat by slowing down the activation of their Special.
- Feud skills grant a favorable matchup against the associated color type through a debuff as well as nullifying any of their external skills during combat.
- The C slot can otherwise be replaced as needed to suit the team.
Sacred Seal: Atk/Def Boosting Seals / Heavy Blade
- With the rest of his kit covering the bases, Lif wants a Sacred Seal that simply boosts his key stats further such as Atk/Def Catch.
- If not already receiving the Special cooldown acceleration from Deadly Balance, Heavy Blade in the Sacred Seal slot is a suitable alternative.
Strengths
Arcane Éljúðnir
Despite the fact that this is NOT a weapon exclusive to him, the innate value it has as a weapon that comes with him by default should not be understated. With Special cooldown acceleration, an in-combat stat debuff inflicted on the foe, omni breaker (both guarantees unit’s and prevents foe’s follow-up attacks), and Guard making effective use of Lif’s stat distribution and the ability to be used in tandem with Lif’s exclusive skills.
- This weapon can also be refined for additional stats as any generic weapon could
Exceptional Attack and Defense
With base values of 43 and 41 in Atk/Def respectively, Lif can both take and deliver a strong physical attack.
Open the Future and Deadly Balance
Open the Future is a Special that is actually unique to Lif that offers both the Def-scaling damage of Bonfire as well half the healing sustainability of Sol.
Deadly Balance is a unique B slot that further supplements Lif’s key stats while granting Special cooldown acceleration.
Cavalry
In addition to superior mobility, Lif is granted access to an array of cavalry exclusive skills.
Value as a Rearmed Hero
As a Rearmed Hero, Lif is able to offer his weapon as skill inheritance to any other sword user WITHOUT being consumed afterwards (remaining in your barracks but can only be used in this way once).
- Lif can offer any skill including those that he himself has inherited to other units so long as the original unit still has their rearmed inheritance available.
- This can be used such so that rare skills present on other units inherited to Lif can be duplicated in the following way:
- Lif(A) inherits A/D Near Trace from X unit ->
- Lif(A) consumes its special inheritance by giving his weapon and A/D Near Trace to another units ->
- Lif (A) loses its special inheritance while still remaining in your barracks with A/D Near Trace ->
- Lif (B) that has not used its special inheritance is merged into Lif (A) ->
- Lif (A) can now once again use its special inheritance with A/D Near Trace as available fodder from him. (multiple instances of inheriting the skill from just one unit).
- This can be used such so that rare skills present on other units inherited to Lif can be duplicated in the following way:
Weaknesses
Poor Speed
At a base value of 29, Lif’s Speed is neither high enough so that investing into it is a viable option nor low enough so that his other stats can be fully optimized, leaving him at a very awkward middling value that leaves him vulnerable to Null Follow-up.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Sword Units.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Éljúðnir |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Def. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 50% of unit's Def. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Boosts damage by 50% of unit's Def. Restores HP = 25% of damage dealt. Unlocks at 5 ★ Non-Inheritable skill.
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500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Def Clash 1 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 2 ★ |
60 | A |
Atk/Def Clash 2 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 3 ★ |
120 | A |
Atk/Def Clash 3 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 4 ★ |
240 | A |
Atk/Def Clash 4 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Def during combat. Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 5 ★ |
300 | A |
![]() At start of combat, if unit's HP ≥ 50% or if【Penalty】is active on unit, inflicts Atk/Def-5 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 2 ★ |
50 | C |
![]() At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
![]() At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def+5 to unit for 1 turn and inflicts Atk/Def-5 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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