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Analysis by Chibi_Chu
Scion Leif - Destined Scions

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 40
ATK 40
SPD 41
DEF 27
RES 20

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 10 4 2
Middle 18 10 11 5 3
High 19 11 12 6 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 37 38 23 17
Middle 40 40 41 27 20
High 43 44 45 30 23

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

Light Inheritors (Aether Raids Offense)

Build by Chibi_Chu
Recommended
Bow of Twelve A Atk/Spd Catch 4
Alternate: Atk/Def Solo (3 or 4)
Positional Assist B S Drink
Alternate: Lull Spd/Def 3
Njörun's Zeal C Def Smoke 3
IVs

+Atk or +Spd / -Res

SSwift Sparrow 2
Alternate: Spd/Def Solo 3

Show Explanation/Analysis

Weapon: Bow of Twelve 

Assist: Positional Assist

Special: Njörun's Zeal 

Passive A: Atk/Spd Catch 4 / Atk/Def Solo (3 or 4) / Spd/Def Solo (3 or 4)

Passive B: S Drink / Lull Spd/Def

Passive C: Def Smoke 

Sacred Seal: Swift Sparrow / Spd/Def Solo / Atk/Def Solo / Quickened Pulse

  • Harmonic Leif is a premier Aether Raids Offense unit thanks to Bow of Twelve and Njörun's Zeal.
    • Bow of Twelve grants -1 Special cooldown, 1 space of Movement after attacking, using an Assist Skill, or destroying a structure, and conditional +5 to all stats and a Miracle effect if Leif initiates combat or the following conditions are both achieved: Leif’s HP is ≥ 75% and the enemy uses a Tome or Staff. The general increase in firepower, bulk, Special activation consistency, and mobility are nice, but the Miracle effect is what makes the Destined Scions great. By dropping to 1 HP, Harmonic Leif’s allies can teleport to spaces adjacent to him to begin a Galeforce chain, refresh him, and/or help him retreat.
    • When activated, Njörun's Zeal grants the Destined Scions an additional action, but with only 1 Movement. Despite the Movement restriction, Harmonic Leif will likely be close enough to another enemy to initiate again; alternatively, he can move 1 space back, destroy a structure, then move an additional space back to hit-and-run.
  • The rest of Harmonic Leif’s kit is dedicated to maximizing damage output, with some niche alternatives. His base Atk/Spd Catch 4 grants +7 Atk/Spd if the enemy’s HP is 100% or they have a debuff or negative status active; if both conditions are met, he gains +9 Atk/Spd, making Def Smoke a good C slot choice because it inflicts -7 visible Defense on enemies within 2 spaces of the target after combat. Def Smoke can also help physical Galeforce allies deal more damage. S Drink and Bow of Twelve decrease Njörun's Zeal’s cooldown to 1, allowing Leif to activate it even after an OHKO assuming no Guard effect is present. Finally, Swift Sparrow is Leif’s most consistent Sacred Seal for further increasing his damage output and follow-up consistency.
    • Niche A slot alternatives include Atk/Def Solo and Spd/Def Solo. Increasing Defense boosts the Destined Scions’ chances of surviving Far Save nukes with automatic follow-up attacks such as Brave Hector and Pirate Surtr; if they force Bow of Twelve’s Miracle effect on their first counterattack, Leif and Seliph will fall to their follow-up attack, so higher physical bulk lowers the chances of that occurring.
    • Since 1 cooldown is not a particularly important threshold to hit for Njörun's Zeal, S Drink can be replaced by Lull Spd/Def or Lull Atk/Def for further damage output and survivability.

Bow of Twelve, S Drink, and Quickened Pulse ready Njörun's Zeal on Turn 1, allowing Leif and Seliph to shrug off Guard effects. Otherwise, the same logic with their A and B slots apply; Atk/Def Solo and Spd/Def Solo maximize damage output and bulk. Note that if using allies with Wings of Mercy to clear an enemy team in 1 turn, the Solo condition of not being adjacent to an ally may be difficult to achieve past Leif’s first initiation.

Bonds Beyond Blood (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Bow of Twelve A AR-D Atk/Spd (3 or 4)
Alternate: AR-D Spd/Def 3
Assistless
Alternate: Rally Assist
B Guard 3
Alternate: S Drink
Njörun's Zeal C Fatal Smoke 3
Alternate: Panic Smoke 3
IVs

+Atk or +Spd / -Res

SAtk/Def Solo 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Bow of Twelve

Assist: Assistless / Rally Assist / Positional Assist

Special: Njörun's Zeal / Deadeye 

Passive A: AR-D Atk/Spd (3 or 4) / AR-D Spd/Def / AR-D Atk/Def 

Passive B: Guard / S Drink / Lull Spd/Def / Lull Atk/Def

Passive C: Fatal Smoke / Panic Smoke 

Sacred Seal: Atk/Def Solo / Quickened Pulse / Heavy Blade 

  • The Destined Scions make for an excellent Aether Raids Defense unit thanks to their Colorless Bow Cavalier status.
    • 3 Movement and 2 range allow Leif and Seliph to cover a wide range of the map, making their team more difficult to approach on Player Phase.
    • Bow of Twelve is an excellent personal weapon, granting:
      • -1 Special cooldown for more consistent Special activations.
      • 【Canto (1)】, allowing them to move 1 space after initiating, using an Assist Skill, or destroying a structure for the first time during their phase.
      • +5 to all stats and a Miracle effect that prevents them from being KO’d by a lethal attack if their HP was ≥ 1 before that attack. These are only granted if they initiate combat or they both have ≥ 75% at the start of combat and are fighting against a Tome or Staff user. This effect is particularly important, as being at 1 HP after combat allows allies with Wings of Mercy to teleport to spaces adjacent to them, which can create a domino effect of allies teleporting to KO enemies or refresh allies.
  • Whether Harmonic Leif has an Assist and which type of Assist that is depends on what players value most. The AI generally prioritizes moving Assistless units, increasing the chances that Harmonic Leif gets refreshed by an ally. Rally Assists are integral for Rally traps in which units Rally allies from specific spaces to increase their range beyond what it was at the start of the turn. Positional Assists help allies retreat and ensure, as much as possible, that Harmonic Leif does not receive a refresh from allies.
  • On activation, Njörun's Zeal grants Harmonic Leif an additional action with 1 Movement, making it excellent for continuing the offensive, retreating, or helping an ally that teleported with Wings of Mercy retreat. In combination with Bow of Twelve’s【Canto (1)】, the Destined Scions can become incredibly unpredictable.
    • Alternatively, Harmonic Leif can use Deadeye as his Special, doubling damage and ignoring damage reduction when activated. While this is generally less helpful against Speed-based damage reduction since Leif and Seliph boast a fantastic 41 base Speed, it can be very helpful against guaranteed damage reduction such as the 30% damage reduction from Flayn’s Caduceus Staff.
  • AR-D A slots are Harmonic Leif’s best choices, as they grant in-combat buffs based on the number of defensive structures remaining, up to +10 (or +11 for the 4 versions). AR-D Atk/Spd is the natural choice for increasing damage output, but Spd/Def and Atk/Def may be chosen instead to increase bulk. This is beneficial against enemies that perform a guaranteed follow-up attack and have a chance of OHKOing Leif and Seliph on their first counterattack; the first counterattack will break Bow of Twelve’s Miracle effect, then the second will finish the Destined Scions off.
  • Harmonic Leif’s B and S slots depend on whether Special acceleration beyond Bow of Twelve is a priority. If not, then Guard is their strongest B slot option to prevent enemies from wasting Bow of Twelve’s Miracle effect on their first counterattack, then KOing with their follow-up counterattack. Atk/Spd Solo and Atk/Def Solo are chosen for the same reasons as the AR-D A slots; just note that Leif and Seliph cannot be adjacent to any ally, which may be inconsistent in the AI’s hands.
    • Bow of Twelve alone reduces Njörun's Zeal and Deadeye’s cooldowns from 3 to 2. If no Guard effect is active, Njörun's Zeal will be activated after combat as long as Leif and Seliph perform a follow-up attack or receive a counterattack, while Deadeye will be activated on their follow-up attack if the enemy counterattacks.
    • Bow of Twelve and S Drink or Quickened Pulse reduce Njörun's Zeal and Deadeye’s cooldowns from 3 to 1. Scoring OHKOs is rare in Aether Raids Defense, so the only time this is beneficial is when Harmonic Leif has Deadeye, he can perform a follow-up attack, no Guard effect is active, and the enemy cannot counterattack.
    • Bow of Twelve, S Drink, and Quickened Pulse reduce Njörun's Zeal and Deadeye’s cooldowns from 3 to 0. Immediately readying Njörun's Zeal and Deadeye make Leif and Seliph unaffected by Guard effects, significantly increasing their offensive capabilities and consistency.
  • Finally, the ubiquity of healing effects and Specials makes Fatal Smoke a great C slot option, nullifying healing during and after combat for the target and enemies within 2 spaces. Panic Smoke is a strong alternative, reversing visible buffs of the target and enemies within 2 spaces after combat; note, however, that this can be used to the enemies’ advantage if they have Skills that reverse Panicked buffs such as Chaos Ragnell and Atk/Def Unity.

Against All Odds (Miracle Spam / General Offense)

Build by Chibi_Chu
Recommended
Bow of Twelve A Atk/Spd Catch 4
Positional Assist B Lull Spd/Def 3
Alternate: Mystic Boost 3
Njörun's Zeal C Atk/Spd Menace
Alternate: Def Smoke 3
IVs

+Atk or +Spd / -Res

SMystic Boost 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Bow of Twelve 

Assist: Positional Assist 

Special: Njörun's Zeal 

Passive A: Atk/Spd Catch 4 

Passive B: Lull Spd/Def / Mystic Boost

Passive C: Atk/Spd Menace / Def Smoke 

Sacred Seal: Mystic Boost / Atk/Spd Solo

  • While 40 Attack, 41 Speed, 3 Movement, and 2 range already make Harmonic Leif an excellent Player Phase unit, abusing the combination of Bow of Twelve and Mystic Boost makes him not only an excellent damage dealer, but also situationally unkillable.
    • Bow of Twelve grants the following effects:
      • -1 Special cooldown
      • 【Canto (1)】, allowing Leif and Seliph to move 1 space after initiating combat, using an Assist Skill, or destroying a structure
      • If the Destined Scions initiate combat or they both have ≥ 75% at the start of combat and are fighting against a Tome or Staff user, they gain +5 to all stats and a Miracle effect, allowing them to survive a lethal attack as long as their HP was > 1 before that attack landed.
    • Mystic Boost is a B slot (or Sacred Seal) that heals 6 HP after combat and neutralizes Wrathful Staff, the effect that allows Staff units to deal full damage rather than half. If Bow of Twelve’s Miracle effect activates during combat, Leif will be left with 1 HP; this would normally prevent him from activating it again, but because Mystic Boost heals 6 HP after combat, the Miracle effect can be activated again. This loop makes Leif and Seliph unkillable unless Fatal Smoke (preventing healing during or after combat) is applied or the enemy breaks through the Miracle effect on their first counterattack, then performs a follow-up attack during the same combat to finish Harmonic Leif’s last hit point.
  • Njörun's Zeal grants Harmonic Leif an additional action with 1 Movement when activated, allowing him to score an additional KO or retreat. This further increases his already high flexibility, mobility, and firepower.
  • The combination of Atk/Spd Catch and Atk/Spd Menace grants Leif and Seliph an effective +15 Attack, +21 Speed, and +6 Def/Res, making it an outstanding A and C slot combo. Atk/Spd Catch grants them +7 Atk/Spd during combat if the enemy’s HP is 100% or the enemy has a visible debuff; if both are achieved, they gain +9 Atk/Spd instead. Atk/Spd Menace grants them +6 Atk/Spd and inflicts -6 Atk/Spd on the nearest enemies within 4 spaces at the start of the turn (assuming an enemy is within that range). If Atk/Spd Menace is unavailable, Spd Smoke and Def Smoke are good for increasing offensive consistency, with the former inflicting -7 Speed and the latter -7 Defense on enemies within 2 spaces of the target after combat. These Skills will also activate Atk/Spd Catch.
  • If Mystic Boost is used in their Sacred Seal, Lull Spd/Def is a great B slot, as it neutralizes the enemy’s visible Spd/Def buffs and inflicts -3 Spd/Def during combat, boosting the Destined Scions’ damage output. If Mystic Boost is the B slot, Atk/Spd Solo is a straightforward, but effective Sacred Seal, granting +6 Atk/Spd during combat if they are not adjacent to any ally.

Strengths

Fantastic offenses

High damage output and consistent follow-up attacks are all but guaranteed thanks to the Destined Scions’ excellent 40 Attack and 41 Speed.

Bow of Twelve

While Leif was initially disappointed that he could not wield the Gáe Bolg at the Day of the Twelve festival tournament, he and Seliph quickly learned that the Bow of Twelve they received instead is much better anyway, as it grants the following powerful effects:

  • Special acceleration via a Slaying effect (-1 Special cooldown).
  • 【Canto (1)】, allowing the Destined Scions to move 1 space after attacking, using an Assist Skill, or destroying a structure.
  • +5 to all stats and a Miracle effect that allows Leif and Seliph to survive a lethal attack if their HP was > 1 before then, as long as:
    • They initiate combat, OR
    • Their HP is ≥ 75% at the start of combat AND the enemy uses a Tome or Staff.

Taking it from the top, the Slaying effect makes activating Specials more consistent, especially if players choose to replace Njörun's Zeal with a Special that augments damage during combat such as Deadeye.【Canto (1)】increases the Destined Scions’ mobility, flexibility, and viability in hit-and-run strategies, especially in combination with the additional action granted by Njörun's Zeal. +5 to all stats boosts Leif and Seliph’s already strong offenses in addition to improving their low bulk. Finally, the Miracle effect further patches their poor bulk, as they may not need to invest into their bulk at all in order to survive what should be unwinnable matchups. In tandem with Mystic Boost, Leif and Seliph can become incredibly annoying to KO while being a significant offensive threat, as they can heal after combat to “recharge” Bow of Twelve’s Miracle effect. Alternatively, being left at 1 HP after combat is fantastic for allowing allies with Wings of Mercy to teleport to spaces adjacent to them, allowing those allies to score KOs themselves, refresh the Destined Scions, or help them retreat.

Njörun's Zeal

Taking a page out of his Legendary version’s book, Harmonic Leif’s personal Special is Njörun's Zeal. Once per turn, this 3-cooldown Special (2 cooldown with Bow of Twelve) grants the Destined Scions an additional action, but with only 1 Movement. Despite the decreased range, Leif and Seliph can take advantage of this to KO another enemy and/or retreat, especially if they have【Canto (1)】available.

S Drink

Healing 99 HP and granting -1 Special cooldown at the start of Turn 1, S Drink is an excellent B slot, especially for multi-map modes such as Chain Challenge and Tempest Trials. The combination of Bow of Twelve, S Drink, and the Quickened Pulse Sacred Seal can ready 3-cooldown Specials such as Njörun's Zeal and Deadeye on Turn 1 as well, boosting their consistency because they do not need to worry about enemy Guard effects.

Harmonic Hero

With the power of teamwork, the best Jugdral boys have a Harmonic Skill that grants 3 separate effects to themselves and all allies from Genealogy of the Holy War or Thracia 776 for 1 turn:

  • 【Resonance: Blades】, granting +4 Atk/Spd during combat.
  • 【Desperation】, allowing allies to perform their follow-up attack before the enemy can counterattack if they initiate combat.
  • Most importantly, a guaranteed follow-up attack.

A guaranteed follow-up attack and +4 Atk/Spd during combat make the Destined Scions even more explosive on Player Phase. The Desperation effect is nice, as Leif and Seliph can conserve Bow of Twelve’s Miracle effect for future combats or use the Desperation effect after Miracle has been consumed to 2HKO an enemy whose counterattack would have KO’d them.

Seeing Leif and Seliph celebrate the festival together is also cool. :)

Cavalry strengths

Yet another contributor to Leif and Seliph’s great Player Phase potency is their Cavalry status, granting them 3 Movement and access to Skills such as their native Atk/Spd Catch, Lull Atk/Def, and Lull Spd/Def.

Weaknesses

Terrible bulk; cannot prevent guaranteed enemy follow-up attacks

With only 40 HP, 27 Defense, and 20 Resistance, the Destined Scions are at great risk of being OHKO’d by both physical and magical enemies, especially if they activate damage-increasing Specials on their counterattacks.

Thankfully, Bow of Twelve’s Miracle effect makes OHKOs a non-issue...if the enemy cannot perform a follow-up attack. Given Leif and Seliph’s sky-high 41 Speed, enemies will likely need to rely on guaranteed follow-up attacks from weapon effects or Skills such as Slick Fighter and Quick Riposte. If the enemy activates Bow of Twelve’s Miracle effect on their first counterattack, then performs a follow-up attack later in the same combat, Leif and Seliph will fall. This is problematic given the ubiquity of guaranteed follow-up attacks (for example, Brave Hector’s Maltet and Brave Edelgard's Black Eagle Rule) and the Destined Scions’ inability to learn Skills that prevent guaranteed follow-up attacks such as Sturdy Impact and Null Follow-Up. As such, Leif and Seliph may need to sacrifice investment into their offenses to invest into their low physical bulk (or use Guard as their B slot to prevent Special activations on the enemy’s first counterattack) to ensure, as much as possible, that Bow of Twelve’s Miracle effect is activated on the enemy’s follow-up counterattack, not their initial counterattack.

Duo’s Hindrance

Leif and Seliph cannot activate their Harmonic Skill if Duo’s Hindrance, an Aether Raids Defense structure, is active. The most notable loss is the guaranteed follow-up attack, as the Destined Scions have no way of neutralizing effects that prevent their follow-up attack, thus decreasing their consistency.

Harmonized Skill

Grants the following effects to unit and allies from the same titles as unit for 1 turn: 【Resonance: Blades】,【Desperation】, and "if unit initiates combat, unit makes a guaranteed follow-up attack." 

【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn. 

【Desperation】 Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Bow of Twelve

Enables【Canto (1)】.  Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit's HP ≥ 75% at start of combat and foe uses magic or staff, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if unit’s HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)  【Canto (1)】 After an attack, Assist skill, or structure destruction, unit can move 1 space(s).  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 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
Njörun's Zeal

If unit initiates combat, grants another action to unit after combat. (Once per turn.)

When Special triggers, inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action.

Unlocks at 5 ★
Non-Inheritable skill.
500 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Catch 1

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

【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).

Cavalry & Flying Only
Unlocks at 2 ★
60
A
Atk/Spd Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 3 ★
120
A
Atk/Spd Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 4 ★
240
A
Atk/Spd Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 5 ★
300
A
S Drink

At the start of turn 1, restores 99 HP and grants Special cooldown count -1.

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Pulse Smoke 1

If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
60
C
Pulse Smoke 2

If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
C
Pulse Smoke 3

Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effects on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War
Fire Emblem: Thracia 776

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