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Analysis by Wecondo12
Riev - Blood Beryl

Hero Stats

Max Avg Total Stats at Lvl 40
170
HP 43
ATK 39
SPD 25
DEF 23
RES 40

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 10 5 3 9
Middle 19 11 6 4 10
High 20 12 7 5 11

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 40 36 22 20 37
Middle 43 39 25 23 40
High 46 42 29 27 44

Skill Sets

Negative Roots (Support)

Build by Wecondo12
Recommended
Argent Aura A HP +5
Positional Assist B Sudden Panic 3
Alternate: Even Pulse Tie 3
Iceberg C Distant Guard 3
IVs

+HP or +ATK or +RES/ -DEF

SHP +5

Show Explanation/Analysis

Weapon: Argent Aura

Assist: Positional Assist

Special: Iceberg

Passive A: HP +5

Passive B: Sudden Panic / Even Pulse Tie

Passive C: Distant Guard / Preference

Sacred Seal: HP +5

  • Riev can also run a Panic support set thanks to his reasonably high base HP to compound the annoyance he can cause to foes when combined with his exclusive weapon, as not only will they have to deal with Stall and a large stat debuff, they will also have to keep their team 2 spaces apart to avoid Sudden Panic, aside from foes with higher HP than Riev. Riev can also opt for Even Pulse Tie to stall the cooldowns of foes with Instant specials such as Ophelia.
  • Riev can run whatever C slot skill is preferred, but support based C slot skills such as Distant Guard are his best options here.
  • HP+5 is run in both Riev’s A slot and sacred seal slot to increase the amount of foes affected by Sudden Panic. A different Sacred Seal or A slot could be run at the cost of lowering the amount of foes affected by Sudden Panic, but this isn’t ideal in most cases.

Who would’ve thought your salvation from Legendary Sigurd would be this guy? (Offense)

Build by Wecondo12
Recommended
Argent Aura A Atk/Res Solo (3 or 4)
Alternate: Sturdy Impact
Positional Assist B Lull Atk/Res 3
Alternate: Chill Res 3
Luna C Joint Drive Atk
Alternate: Distant Guard 3
IVs

+ATK or +RES / -DEF

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

Show Explanation/Analysis

Weapon: Argent Aura

Assist: Positional Assist

Special: Luna

Passive A: Atk/Res Solo 3 or 4 / Sturdy Impact / Atk/Res Ideal 3 or 4 / Atk/Res Push 4

Passive B: Lull Atk/Res / Chill Res

Passive C: Joint Drive Atk / Distant Guard / Preference

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

  • Riev enters Feh as an incredible anti meta unit thanks to his ability to spread Stall on a mass scale with his exclusive weapon, which inflicts Stall and -5 to all stats on the foe with the lowest Speed and any foes within 2 spaces of them. This makes Riev a massive inconvenience for slower foes who rely on their enhanced movement, and although the faster ones can potentially avoid the effects, Riev’s presence on the field ends up remaining a massive inconvenience to the foe either way. Also it’s a Slaying tome and gives him an Attack and Resistance buff in combat because it wasn’t good enough already.
  • Riev’s great Attack stat makes him an excellent choice for a 1 shotting offensive mage. To supplement this playstyle, Riev wants to stack Attack and either more Defense to survive counterattacks or more Resistance to better check other mages. A slot skills such as his Innate Atk/Res Ideal 3 or Sturdy Impact are some of his best options in this regard, and Sturdy Impact has the added bonus of preventing the foe’s follow-up attacks against his initiations, provided they lack Null Follow-Up. The same idea applies to his Sacred seal slot, so seals that give him more Attack and defensive stats such as Atk/Res Solo are his best options.

Strengths

Argent Aura

Riev’s Argent Aura is an excellent Anti Meta weapon thanks to its difficult to avoid stall effect that inflicts the status on foes with the lowest Speed on the enemy team and any foes within 2 spaces of them in addition to a -5 debuff to all stats. In addition the weapon gives Riev a large boost to his Attack and Resistance in combat, and coupled with his already high base Attack and Resistance makes him a capable offensive mage as well as support unit.

Weaknesses

Poor Defense and Speed

Riev’s most glaring flaws are his poor Defense and Speed, which leave him extremely susceptible to being KO’d easily by most physical foes without Defense investment via skills.

Weapon Skills

Weapons SP Rng. Mt.
Light
Learns by default at 1 ★
Unlocks at 1 ★
Blue Tome Users Only
50 2 4
Ellight
Learns by default at 2 ★
Unlocks at 2 ★
Blue Tome Users Only
100 2 6
Shine
Learns by default at 4 ★
Unlocks at 3 ★
Blue Tome Users Only
200 2 9
Argent Aura

Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Atk/Spd/Def/Res-5 and 【Stall】on foes on the enemy team with the lowest Spd and any foes within 2 spaces of those foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+6 to unit during combat.  【Stall】 If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.

Learns by default at 5 ★
Unlocks at 5 ★
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling Wind

Boosts damage dealt by 50% of unit's Res.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Glacies

Boosts damage dealt by 80% of unit's Res.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Atk/Res Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+3 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
60
A
Atk/Res Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during combat.

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
120
A
Atk/Res Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during combat.

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
240
A
Savage Blow 1

If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat.

Inheritable by all units.
Unlocks at 1 ★
50
C
Savage Blow 2

If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat.

Inheritable by all units.
Unlocks at 2 ★
100
C
Savage Blow 3

If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.

Inheritable by all units.
Unlocks at 4 ★
200
C

Other Info

Origin
Fire Emblem: The Sacred Stones

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