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Analysis by Chibi_Chu
Seliph - Heir of Light

3-4

Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 47
ATK 34
SPD 24
DEF 30
RES 22

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 7 6 7 4
Middle 19 8 7 8 5
High 20 9 8 9 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 44 31 21 26 19
Middle 47 34 24 30 22
High 50 37 27 33 25

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

Enduring Light (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Tyrfing (+Eff)
Alternate: Tyrfing (+Atk)
A Distant Counter
Positional Assist B Vantage 3
Vengeance C Joint Drive Atk
Alternate: Infantry Pulse 3
IVs

+HP or +ATK / -SPD

SFierce Stance 3
Alternate: Brazen Atk/Def 3

Show Explanation/Analysis

Weapon: Tyrfing (+Eff) / Tyrfing (+ATK) 

Assist: Positional Assist / No Assist 

Special: Vengeance / Bonfire

Passive A: Distant Counter 

Passive B: Vantage 

Passive C: Joint Drive Atk / Infantry Pulse / Time’s Pulse

Sacred Seal: Fierce Stance / Brazen Atk/Def / Quickened Pulse

  • Most people have probably run into this set at some point, and for good reason; the combination of Tyrfing, Vengeance, Distant Counter, and Vantage can be exceedingly difficult to handle. With the wrong team, it may be impossible to score a deathless victory. Why is that?
  • Tyrfing’s Miracle effect when Seliph’s HP is ≥ 50% at the start of combat means that he is impossible to OHKO when it is active. As such, units will have no choice but to receive a very powerful Vengeance as long as Seliph receives 2 Special charge and no Guard effect is active; Vengeance grants bonus damage equal to 50% of Seliph’s missing HP. If players manage to cut Seliph’s HP below 50% via Bolt Tower or AoE damage, they’ll now have to deal with a Vengeance-powered attack before scoring the KO thanks to Vantage, which allows Seliph to counterattack before the initiator can attack if his HP is ≤ 75%. If Seliph initiates and his HP is ≥ 50%, he’ll survive lethal attacks thanks to Tyrfing; afterwards, his Vengeance will be ready, and a Wings of Mercy refresher will likely refresh him.
  • Joint Drive Atk and Fierce Stance / Brazen Atk/Def are chosen to boost Seliph’s damage as much as possible, especially given that his gimmick tends to be a one-hit wonder. Alternatively, Infantry Pulse can be used to grant Special charge to Infantry allies with less HP than him, which can make it extremely difficult to bait Seliph if his range overlaps with an Infantry ranged ally’s range. Time’s Pulse and Quickened Pulse are also great alternatives to get Seliph’s Special ready on Turn 1.

Seize the day! (Galeforce)

Build by Chibi_Chu
Recommended
Divine Tyrfing (+Eff) A Death Blow (3 or 4)
Alternate: Distant Counter
Positional Assist B Wings of Mercy 3
Alternate: Null Follow-Up 3
Galeforce C Time's Pulse 3
Alternate: Pulse Smoke 3
IVs

+ATK / -SPD

SHeavy Blade 3

Show Explanation/Analysis

Weapon: Divine Tyrfing (+Eff) 

Assist: Positional Assist 

Special: Galeforce 

Passive A: Death Blow (3 or 4) / Distant Counter 

Passive B: Wings of Mercy / Null Follow-Up 

Passive C: Time’s Pulse / Pulse Smoke

Sacred Seal: Heavy Blade

  • Divine Tyrfing grants Seliph a guaranteed follow-up attack if the foe’s HP is ≥ 50% at the start of combat. With this, Seliph can become an excellent Player Phase unit dedicated to activating Galeforce, a Special that allows him to perform another action after being activated (once per turn).
  • Galeforce’s 5 cooldown means that if the enemy cannot counterattack against Seliph, he’ll fail to activate Galeforce. As such, Time’s Pulse is an amazing choice that allows Galeforce’s cooldown to be decreased from 5 to 4. Heavy Blade grants Seliph an additional +1 Special charge on each of his attacks if his Attack is higher than the enemy’s, which should occur pretty often given Divine Tyrfing’s effective +10 Attack and Death Blow or a Solo skill with Attack.
  • Galeforce chains in Aether Raids Offense commonly involve Wings of Mercy, which allows Seliph to warp adjacent to any ally with ≤ 50% HP. 
  • Alternatively, Seliph can utilize a hybrid set that focuses on activating Galeforce to KO 2 enemies, then surviving the Enemy Phase onslaught. Distant Counter is a necessity to counterattack against the myriad of ranged units in Aether Raids. Swapping out Wings of Mercy for Null Follow-Up is vital to ensure Seliph can perform a follow-up attack as consistently as possible and to prevent enemies with guaranteed follow-up attacks from ripping through Seliph’s bulk. Pulse Smoke serves a similar role in preserving Seliph’s bulk, but does so by shutting down enemies reliant on their Specials to pierce through defenses.

Defend from the Dark (Enemy Phase)

Build by Chibi_Chu
Divine Tyrfing (+Eff) A Distant Counter
Positional Assist B Lull Atk/Def 3
Alternate: Null Follow-Up 3
Noontime C Pulse Smoke 3
Alternate: Joint Drive Atk
IVs

+ATK or +DEF or +RES / -SPD

SMirror Stance 2
Alternate: Fierce Stance 3

Show Explanation/Analysis

Weapon: Divine Tyrfing (+Eff) 

Assist: Positional Assist 

Special: Noontime 

Passive A: Distant Counter 

Passive B: Lull Atk/Def / Null Follow-Up / Null C-Disrupt

Passive C: Pulse Smoke / Joint Drive Atk 

Sacred Seal: Mirror Stance / Fierce Stance 

  • Given Divine Tyrfing’s guaranteed follow-up attack if the foe’s HP is ≥ 50% at the start of combat, Seliph can become an excellent Enemy Phase unit. The effective +10 Atk/Def significantly helps with damage output, physical tanking, and healing if utilizing Noontime. Note that Noontime works best with Brave Lucina because her Geirskögul refine allows Seliph to activate Noontime on his first counterattack if no Guard effect is active.
  • As always, Distant Counter is vital for Enemy Phase sets to ensure Seliph can take advantage of his tankiness to KO enemies and heal with Noontime. Pulse Smoke allows Seliph to shut down common Infantry Pulse Aether Raids Defense teams by inflicting +1 Special cooldown on the target and enemies within 2 spaces of the target. Joint Drive Atk, Mirror Stance, and Fierce Stance increase Seliph’s damage output, which in turn increases his Noontime healing.
  • B slot alternatives include Null Follow-Up and Null C-Disrupt. The former helps secure Seliph’s guaranteed follow-up attack while also preventing low-Speed units from using guaranteed follow-up attacks, while the latter allows Seliph to take down Dazzling Staff and Firesweep weapon users, which are very ubiquitous in Aether Raids.

Strengths

Great HP

Seliph’s excellent 47 HP significantly bolsters his bulk. In addition, he can use skills such as Vengeance and Infantry Pulse to great effect.

Decent Attack and Defense

While not anything special, 34 Attack grants Seliph decent damage and allows him to take advantage of guaranteed follow-ups fairly well. The combination of 47 HP and 30 Defense grants Seliph an excellent 76 physical bulk, too.

Tyrfing

Seliph’s claim to fame is none other than Tyrfing, his personal weapon. 

  • If Seliph’s HP is ≥ 50% at the start of combat, Seliph is granted a Miracle effect. 
  • In addition, if he’s adjacent to an ally, he gains +5 Atk/Def during combat (Atk/Def Bond).

The conditional Miracle effect allows Seliph to be exceedingly obnoxious on Aether Raids Defense. With the help of skills that decrease Special cooldown such as Infantry Pulse, Time’s Pulse, and Quickened Pulse, Seliph can have Vengeance ready on Turn 1. In combination with Tyrfing, Distant Counter, and Vantage, the offensive player is put into a sticky situation: it’s impossible to OHKO Seliph with Tyrfing active, so the initiating unit may have to receive a high-damage Vengeance as a result. If the player’s Bolt Tower hits Seliph and drops him to < 50% HP, they still need to deal with Vantage, which allows Seliph to activate Vengeance anyways. Alternatively, even if Vengeance isn’t charged at all, he can survive nearly all combats he initiates, which should leave him with Vengeance fully charged after combat as long as at least one of the two combatants performed a follow-up attack and no Guard effect is active.

Divine Tyrfing

Inherited from his father is another personal weapon, Divine Tyrfing.

  • For starters, this weapon grants +3 Resistance, helping to make up for Seliph’s terrible base Resistance. In addition, if the foe uses magic, the amount of damage received from their first attack is cut in half; the magic foe also does not need to make a follow-up attack for this to occur.
  • If Seliph’s HP is ≥ 50% at the start of combat, he gains +5 Atk/Def during combat.
  • Perhaps most importantly, if the foe’s HP is ≥ 50% at the start of combat, Seliph gains an additional +5 Atk/Def and makes a guaranteed follow-up attack.

This weapon is quite the doozy, but in the best way possible. Cutting magic foes’ first attack’s damage by 50% significantly helps with Seliph’s otherwise-middling magical bulk. An effective +10 Atk/Def in addition to a guaranteed follow-up attack are extremely beneficial given Seliph’s low Speed and specialized statline; it even gives him a Player Phase set to work with!

Infantry advantages

As an Infantry unit, Seliph has access to powerful skills such as Time’s Pulse and Lull Atk/Def. In addition, the sparsity of Infantry-effective weapons means that Seliph rarely needs to worry about taking 1.5x damage.

Weaknesses

Shut down by common skills

No matter which build Seliph uses, he’s prone to being shut down in some way.

  • His Aether Raids Defense set of Tyrfing (+Eff), Vengeance, Distant Counter, and Vantage is ruined by Pulse Smoke, as it inflicts +1 Special cooldown on Seliph, making Vengeance unable to used on his first combat.
  • Both his Player Phase and general Enemy Phase sets get shut down by Null Follow-Up. While this shouldn’t be too much of an issue for the former since Aether Raids Defense units generally don’t use skills that prevent follow-up attacks when they are initiated against, the Enemy Phase set also becomes inconsistent against units with Sturdy Impact or Mirror Impact. The guaranteed follow-up attack and follow-up prevention cancel each other out, meaning whether or not follow-ups occur become dependent on Seliph’s Speed, which he doesn’t have much of.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
TyrfingGrants Def+4 in battle if unit's HP ≤ 50%
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally SpeedGrants Spd +4 to an adjacent ally until the end of the turn
Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
HP +3Grants +3 to max HP.
Inheritable by all units.
40
A
HP +4Grants +4 to max HP.
Inheritable by all units.
Unlocks at 3 ★
80
A
HP +5Grants +5 to max HP.
Inheritable by all units.
Unlocks at 4 ★
160
A
Brash Assault 1Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.
Inheritable by all units.
Unlocks at 3 ★
50
B
Brash Assault 2Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.
Inheritable by all units.
Unlocks at 4 ★
100
B
Brash Assault 3If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack.
Inheritable by all units.
Unlocks at 5 ★
200
B

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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Official Hero Artwork