- Default
- Attack
- Special
- Injured




Riev - Blood Beryl |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 10 | 5 | 3 | 9 |
Middle | 19 | 11 | 6 | 4 | 10 |
High | 20 | 12 | 7 | 5 | 11 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 36 | 22 | 20 | 37 |
Middle | 43 | 39 | 25 | 23 | 40 |
High | 46 | 42 | 29 | 27 | 44 |
Skill Sets
Negative Roots (Support)
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Argent Aura | A | HP +5 |
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Positional Assist | B | Sudden Panic 3 Alternate: Even Pulse Tie 3 |
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Iceberg | C | Distant Guard 3 |
IVs | +HP or +ATK or +RES/ -DEF | S | HP +5 |
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)
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Argent Aura | A | Atk/Res Solo (3 or 4) Alternate: Sturdy Impact |
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Positional Assist | B | Lull Atk/Res 3 Alternate: Chill Res 3 |
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Luna | C | Joint Drive Atk Alternate: Distant Guard 3 |
IVs | +ATK or +RES / -DEF | S | Atk/Res Solo 3 Alternate: Atk/Def Solo 3 |
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. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Blue Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Blue Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Blue Tome Users Only
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200 | 2 | 9 |
![]() 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 |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Res. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 80% of unit's Res. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() 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 |
![]() 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 |
![]() 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 |
![]() If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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Banners Featured In
None