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Analysis by ZeShado
Scáthach - Astra's Wake

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
182
HP 43
ATK 42
SPD 30
DEF 43
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 18 11 7 9 4
Middle 19 12 8 10 5
High 20 13 9 11 6

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 40 39 26 39 21
Middle 43 42 30 43 24
High 46 46 33 46 28

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

Base Kit Folly (Enemy Phase)

Build by ZeShado
Recommended
Spirited Sword+ A Atk/Def Ideal 4
Alternate: Atk/Def Solo (3 or 4)
Positional Assist B Special Spiral 3
Ignis
Alternate: Astra
C Odd Def Wave 3
Alternate: Rouse Atk/Def 4
IVs

+ATK or +DEF / -RES

SEven Def Wave 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Spirited Sword+ (+Def)

Assist: Positional Assist

Special: Ignis / Astra

A Passive: Atk/Def Ideal (3 or 4) / Atk/Def Solo (3 or 4) / Atk/Def Unity

B Passive: Special Spiral

C Passive: Odd Def Wave / Rouse Atk/Def (3 or 4)

Sacred Seal: Even Def Wave / Atk/Def Solo / Atk/Def Form

  • The idea with this set is to be as budget as possible. The only non-budget skill will come from his B Passive, in the form of Special Spiral, since it’s necessary for the build to work consistently. The idea is to trigger a four-cooldown Special once so that it reverts to two cooldown, followed by Spirited Sword+ providing accelerated cooldown in the Enemy Phase so that he can spam his Special on retaliation. Beyond that though, he can keep what he comes with and simply stack his Atk and Def.
     
  • Since Scáthach has a really high Atk and Def stat, he can either keep his innate Astra or run Ignis. Both provide a healthy amount of damage, but for consistency, Ignis will be better, and in many cases, Astra will either be overkill or not deal enough damage against more bulky foes.
     
  • Any skill that boosts his Atk and Def will be ideal since it’ll make Scáthach hit harder and allow him to take hits from foes that target his Def whenever needed. His innate Atk/Def Ideal works perfectly but if you want skills that have a higher ceiling, he can instead run Atk/Def Solo or Atk/Def Unity.
     
  • Special Spiral, while not budget, is the only worthwhile skill for this set since it’ll allow him to chain Ignis or Astra Specials each combat, provided that he already triggered it once. He can also get it going immediately with external support from Infantry Pulse or units such as Velouria and Rafiel.
     
  • Odd Def Wave isn’t the worst skill for budget purposes since it can pair with the Even Def Wave Sacred Seal so that he always has a visible buff active for Spirited Sword+ to take advantage of. That being said, he can snag Rouse Atk/Def 3 from a Bertram in the Grail Shop, so if you would rather run that, it’s definitely an option. On the more premium side, there’s Rouse Atk/Def 4 which allows him to keep visible buffs and secure Spirited Sword+ from deactivating from Panic skills.
     
  • For budget purposes, he can simply run Even Def Wave as his Sacred Seal so that Spirited Sword+ is always active. However, if he’s running Rouse Atk/Def instead, he can simply run skills that increase his overall Atk and Def, whether that’s with Atk/Def Solo or Atk/Def Form.

When In Doubt, Strike Twice! (Player Phase)

Build by ZeShado
Ninja Katana+
Alternate: Brave Sword+
A Heavy Blade 4 / Flashing Blade 4
Alternate: Death Blow (3 or 4)
Positional Assist B Frenzy 3
Alternate: Lull Atk/Def 3
Galeforce
Alternate: Moonbow
C Time's Pulse 3
Alternate: Def Smoke 3
IVs

+ATK or +SPD / -RES

SBlade Session 3
Alternate: Heavy Blade 3 / Flashing Blade 3

Show Explanation/Analysis

Weapon: Ninja Katana+ / Brave Sword+

Assist: Positional Assist

Special: Galeforce / Moonbow

A Passive: Heavy/Flashing Blade 4 / Death Blow (3 or 4)

B Passive: Frenzy / Lull Atk/Def / Wings of Mercy / Desperation

C Passive: Time’s Pulse / Def Smoke / Savage Blow

Sacred Seal: Blade Session / Heavy/Flashing Blade / Savage Blow

  • Scáthach having a massive Atk stat means he can afford to run Brave weapons since the MT penalty won’t affect him nearly as much as other units. His workable Spd can also open up the potential for quads if you run Ninja Katana+. Otherwise, it may be best just to stick with Brave Sword+ since it doesn’t cut down on any of his bulk and it’s only a singular MT difference.
     
  • Depending on what you want to accomplish with Scáthach, he can either go for a Galeforce set or increase his overall damage output with Moonbow as a short-burst approach. There are benefits to each. Galeforce can allow Scáthach to deal more overall damage to multiple foes while Moonbow can secure more ORKOs. Either approach is viable, so it’ll mainly boil down to preference.
     
  • Heavy/Flashing Blade will be essential in his kit if he is to trigger Galeforce, or Moonbow if not running Time’s Pulse, since he won’t be able to charge it. It doesn’t matter where it’s located, but there are benefits to each. Heavy/Flashing Blade 4 with an Atk-boosting Sacred Seal provides a lot more damage output while Heavy/Flashing Blade as the Sacred Seal is much more approachable budget-wise. If you plan to do the latter, he can instead run Death Blow in his A Passive.
     
  • If you do plan to run Ninja Katana+, he can attempt to stack his Spd and run Frenzy to not only get some form of Damage Reduction for survivability purposes but also gain the ability to quad, assuming he can double. He can also run Desperation for budget purposes. Otherwise, Lull Atk/Def works well for securing Heavy/Flashing Blade checks and helps with overall damage output. On another note, if you run him in Aether Raids with Thorr support, he can instead run Wings of Mercy and ditch Heavy/Flashing Blade since Worldbreaker provides accelerated cooldown. This pairs especially well with Grandscratcher+ Elimine support and double Savage Blow.
     
  • Time’s Pulse will be imperative for triggering Galeforce since it starts out at five cooldown. That being said, you can always receive external cooldown support from skills such as Infantry Pulse and Grandscratcher+ or units such as Rafiel or Velouria. If you do plan to run external support for that purpose, he can instead run Savage Blow so that it’ll be easier to take down foes in the next combat.
     
  • If Scáthach is running Ninja Katana+, he may as well stack his Spd stat, and Blade Session synergizes quite well seeing as it only works in the Player Phase and can provide an upward bonus of +9 Atk and Spd. Otherwise, he’ll appreciate having Heavy/Flashing Blade, assuming it isn’t already in his A Passive, or Savage Blow if paired with the C Passive.

Vital Astra’s Wake (Speed Tank)

Build by ZeShado
Slaying Edge+ (+Spd) A Atk/Spd Boosting A Slot
Alternate: Distant Dart
Positional Assist B Null Follow-Up 3
Alternate: Spurn 3
Vital Astra C Time's Pulse 3
Alternate: Joint Drive Spd
IVs

+SPD / -RES

SAtk/Spd Form 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Slaying Edge+ (+Spd)

Assist: Positional Assist

Special: Vital Astra

A Passive: Atk/Spd Boosting A Slot / Distant Dart / Distant Pressure

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

C Passive: Time’s Pulse / Joint Drive Spd / Joint Drive Atk / Spd Smoke / Atk Smoke

Sacred Seal: Atk/Spd Form / Mystic Boost

  • If you plan to Spd stack Scáthach, you may as well go all the way with a Vital Astra kit. Vital Astra works best on units that have accelerated cooldown in their weapon as they can run Time’s Pulse and have it instantly charged. As such, a Spd refined Slaying Edge+ will do him well. He’ll mainly be receiving his Spd bonuses from his skills and external support, so there’s not much to worry about on that front and since his Spd is rather workable, it shouldn’t be too difficult to get the full Damage Reduction from Vital Astra.
     
  • Any A Passive that increases his overall Atk and Spd will be important as the idea is to stack as much Spd as possible on Scáthach. Ideally, avoid skills that have recoil damage or minimize his overall bulk, whether that’s Fury or Life and Death. He could also run Distant Dart, albeit a tad expensive, or Distant Pressure. That being said, Dart is much more preferred since Pressure has recoil damage.
     
  • Seeing that Vital Astra can provide Damage Reduction, he can afford to run Null Follow-Up so that he can get the best of both worlds. He can also stack Damage Reduction with Spurn or for consistent Vital Astra charges, he can run Special Spiral.
     
  • Time’s Pulse will be imperative for getting Vital Astra’s Damage Reduction ready out of the gate, but it can be replicated by external support such as Grandscratcher+, Rafiel, Velouria, etc. so it’s not required. He can also take a Joint Drive, whether that’s Spd or Atk, the former arguably being more important for the set since his base Atk is massive, or for budget, Spd Smoke or Atk Smoke.
     
  • A Sacred Seal that increases his overall Spd stat will work well for him since the idea is to Spd stack him. Atk/Spd Form provides the most Spd to him and is easy to trigger. Phantom Spd is an option but considering you get actual Spd from Form and it’s only a three-point difference, you may as well take Form especially since it also provides Atk. Other than that, he can take Mystic Boost if you want healing properties for survivability.

Strengths

Infantry Goodies

    Scáthach being an Infantry unit means that he can take advantage of an assortment of skills including, but not limited to, Special Spiral, Damage Reduction skills, if you Spd stack him, as well as Null Follow-Up and Null C-Disrupt. It also helps that his statline is rather flexible, so he can take advantage of them with minimal issues.

Solid Attack

    Scáthach enters the game with a fantastic base Atk stat of 42 and, with a super boon, can hit 46 base before any skills are taken into account. He shouldn’t struggle to deal damage whatsoever.

Weaknesses

Bloated Archetype

    While Scáthach may be the first normal pool Infantry Sword demote that we’ve gotten in years, it’s sad to say that the competition is as fierce as ever. Scáthach is competing with most easily accessible (normal pool and Grail) Infantry Swords in almost every category as he has no discernible traits or qualities that allow him to stand on his own. For the Player Phase, you have Soleil and Marisa, both of which can act as suitable Galeforcers as well as heavy damage dealers. For the Enemy Phase, you have Laslow, Chrom, and Seliph, all three of which have effects that make them much more difficult to take on comparatively. Even the one thing he has over the previously mentioned units, that being his BST, is also thrown into question as Yen’Fay not only scores the same as Scáthach but also comes with a Distant Counter & Damage Reduction PRF that makes him much more viable in Arena modes. That being said, Scáthach has the ability to perform quite well in each aforementioned category, so even if there are better units out there, he won’t be a burden to bring along.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Spirited Sword

If【Bonus】is active on unit, grants Atk/Def+4 and 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.)  【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).

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 10
Spirited Sword+

If【Bonus】is active on unit, grants Atk/Def+4 and 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.)  【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).

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

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

Boosts damage dealt by 150%.

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

Passive Skills

Passive Skills SP Slot
Atk/Def Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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/Def Ideal 2

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

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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
Odd Def Wave 1

At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 1 ★
60
C
Odd Def Wave 2

At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 2 ★
120
C
Odd Def Wave 3

At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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