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Analysis by StanTheWoz
Salem - Dark Sage

Hero Stats

Max Avg Total Stats at Lvl 40
171
HP 41
ATK 38
SPD 36
DEF 18
RES 38

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 9 9 2 9
Middle 17 10 10 3 10
High 18 11 11 4 11

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 38 35 33 15 35
Middle 41 38 36 18 38
High 44 41 39 21 41

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

Skill Sets

The Usual (Player Phase Offense)

Build by StanTheWoz
Recommended
Rauðrvulture+ (+Spd)
Alternate: Unity Blooms+ (+Spd)
A Atk/Spd Ideal 4
Alternate: Atk/Spd Boosting A Slot
Positional Assist B Null Follow-Up 3
Alternate: Special Spiral 3
Moonbow
Alternate: Glimmer
C Atk/Res Menace
IVs

+Atk or +Spd / -Def

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Rauðrvulture+ (+Spd) / Unity Blooms (+Spd)

Assist: Positional Assist / Flexible

Special: Moonbow / Glimmer / Flexible

IVs: +Atk or +Spd / -Def

Passive A: Atk/Spd Boosting A Skill / Flexible

Passive B: Null Follow-Up / Special Spiral / Flexible

Passive C: Atk/Res Menace / Flexible

Sacred Seal: Blade Session / Flexible 

  • Salem’s high Atk and Spd allow him to function decently well as a player phase unit, though the options available for red tomes leave much to be desired. Rauðrvulture is a solid choice that debuffs his foe’s Atk and Res by 5 in combat so long as Salem is not adjacent to an ally, and provides an additional in-combat debuff equal to any visible penalty they have in those stats, effectively increasing Salem’s damage. This effect combines very well with Atk/Res Menace, or with a teammate using a skill like Sabotage Res or Chill Res that provides a Res penalty. Unity Blooms is also a solid choice that provides the same -5 Atk and Res debuff on Salem’s foe so long as Salem is within two spaces of an ally, and also heals him by 4 HP during combat whenever he attacks. This is a better choice if Salem is used on a team where he will generally be adjacent to an ally. 
  • The other skills are generally chosen to boost Salem’s Atk and Spd and allow him to follow-up attack more easily. Null Follow-Up disables any skills that guarantee his foe’s follow-up or block his own, making follow-ups totally dependent on Spd. Special Spiral charges Salem’s Special by 2 after combat if he activated it before or during that combat, so in combination with a 2-cooldown Special like Moonbow, Glimmer, or Ruptured Sky, can allow him to essentially keep it constantly charged after his first activation. This can be a better option than Null Follow-Up since it loads Salem’s damage onto his first attack, potentially allowing him to KO some foes before they can counterattack. 
  • Blade Session seal provides a boost of up to +9 Atk and Spd if Salem acts after at least two of his allies have ended their turns, while other seals like Atk/Spd Solo can provide a more reliable boost that does not depend on turn order. 
  • There are many good choices of A skill; Atk/Spd Ideal 4 provides a large potential boost of up to +9 Atk and Spd if Salem is buffed and at 100% HP, but many other options like Atk/Spd Solo and Swift Sparrow are largely equivalent. 
  • The ideal choice of boon is +Atk to improve Salem’s damage, or +Spd to allow him to follow-up against faster units. -Def is generally the best bane, since Salem’s Def is quite bad to begin with and the loss of a few extra points generally does not make much of a difference. 

Strengths

Great Atk and Spd

Salem’s base 38 Atk and base 36 Spd are good, and allow him to deal good damage and outspeed many other units. 

Decent HP and Great Res

Salem’s base 41 HP is decent, and his base 38 Res is high, allowing him to take magical hits relatively well. 

Red Tome Infantry

Salem’s status as a red tome infantry allows him to use good skills like Null Follow-Up and Atk/Spd Ideal

Grand Hero Battle Unit

Salem’s status as a Grand Hero Battle unit allows players to obtain a few copies of him without spending any orbs, and he will eventually be purchasable with Heroic Grails, allowing him to be merged more easily than many other Heroes. 

Weaknesses

Terrible Def

Salem’s base 18 Def is quite low, and means he takes high damage from almost any physical attack. 

Red Tome, No Unique Weapon

Salem lacks a unique non-inheritable weapon, and at the time of writing the options for inheritable red tomes leave much to be desired compared to most other weapon types in Heroes. While Salem’s base Rauðrvulture+ is a solid choice, he does not have many other viable options. 

Competition

As a red tome infantry with no unique weapon, Salem faces competition from many, many other units in Fire Emblem Heroes in that movement and weapon combination alone, and mostly relies on his statline to set him apart. While his stats are higher than most of his competitors, the difference is not large compared to units like Miranda or Erk

Weapon Skills

Weapons SP Rng. Mt.
Flux
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Ruin
Learns by default at 2 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Rauðrvulture

If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res 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 ★
Red Tome Users Only
200 2 8
Rauðrvulture+

If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res 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 ★
Red Tome Users Only
300 2 12
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 Push 1

At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 1 ★
60
A
Atk/Res Push 2

At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
120
A
Atk/Res Push 3

At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Sabotage Atk 1

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action.

Inheritable by all units.
Unlocks at 3 ★
60
B
Sabotage Atk 2

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action.

Inheritable by all units.
Unlocks at 4 ★
120
B
Sabotage Atk 3

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.

Inheritable by all units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Thracia 776

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