Table of Contents
- Default
- Attack
- Special
- Injured




Selkie - Free Spirit |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 9 | 3 | 8 |
Middle | 16 | 7 | 10 | 4 | 9 |
High | 17 | 8 | 11 | 5 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 32 | 25 | 35 | 16 | 32 |
Middle | 35 | 29 | 38 | 19 | 35 |
High | 39 | 32 | 41 | 22 | 38 |
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. |
HP | ATK | SPD | DEF | RES |
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Assets
- +ATK: Selkie wields a rather mediocre base 29 Attack. Though this stat can be improved through her passive skills and Foxkit Fang, a +ATK Asset can still greatly improve her damage output.
- +RES: While questionable on most other heroes, Selkie can take great advantage from a +RES Asset. Not only does this improve her combat matchup against dragon heroes, but it improves Selkie’s likelihood to gain a large bonus to all of her combat stats thanks to Foxkit Fang. This
- +SPD: Selkie’s base Speed of 38 is already fantastic. While she’s likely to gain bonus Speed through her passive skills, a +SPD Asset is still useful to have and can improve Selkie’s combat against high Speed heroes.
Flaws
- -HP: Selkie’s base HP sits at 35, and while such a low value should be preserved as much as possible, all of Selkie’s other stats with the exception of Defense are more important to her.
- -DEF: Although Selkie’s base Defense is very poor, she can reach a much more useful base 27 Defense if she has 16 more Resistance than her opponent. Though this sounds a difficult challenge, many heroes possess low Resistance, and with Selkie’s superb base she can gain significant boosts. With that said, this is still one of Selkie’s preferred banes as, while important, her other stats impact her much more significantly.
Skill Sets
Frivolous Fox (Offensive Player Phase)
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Foxkit Fang | A | Fury (3 or 4) Alternate: Atk/Spd Bond 3 |
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Reposition | B | Chill Def 3 Alternate: Desperation 3 |
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Iceberg | C | Even Res Wave 3 |
SP | 1025 | S | Darting Blow 3 |
- Preferred IV: +ATK / -DEF
- Weapon: Foxkit Fang
- Assist: Reposition / Flexible
- Special: Iceberg / Glacies
- Passive A: Fury / Atk/Spd Bond
- Passive B: Chill Def / Desperation / Sabotage Atk / Chill Res
- Passive C: Even Res Wave / Even Atk Wave / Flexible
- Sacred Seal: Darting Blow / Brazen Atk/Res / Attack +3
This build aims to carve Selkie an offensive role suitable for Player Phase. +ATK is the most desirable Asset as it offers the greatest value by improving Selkie’s damage output considerably. Foxkit Fang influences many of the skill choices here: Selkie’s naturally high Resistance and the bonus stats to be gained from exceeding her opponent’s Resistance promotes the use of many combat oriented stats that improve this effect. With as high a Resistance stat as she has, Iceberg or Glacies are the logical choice for Selkie’s Special.
Fury is one of the most widely useful skills Selkie can use, as she benefits greatly from the Attack and Speed bonus, as well as the extra Resistance. This skill is one of Selkie’s most competitive options thanks to its great accessibility and usefulness, though Atk/Spd Bond in her base kit will offer a more straightforward combat bonus without the penalty to her HP. Note that Resistance boosting skills like Warding Blow, Atk/Res Solo and Atk/Res Bond will not impact Foxkit Fang: this effect is calculated without the consideration of combat bonuses.
As Selkie is limited for choice when it comes to B slot skills, Chill Def is one of her best options. This debuff, alongside the transformation effect of Foxkit Fang, allows Selkie to deal massively improved damage after a total debuff of -11 Defense on her Chill Def target. Chill Res is a possible alternative for those looking to capitalise on Foxkit Fang’s effect, though this is generally ill-advised. Desperation, and her base skill Sabotage Atk are also worth consideration.
Even Res Wave is accessible in her base kit and complements Foxkit Fang nicely, making it the obvious choice. Darting Blow makes up for the Selkie’s minimal Speed investment through her other skills, and places her at a respectable 44 Speed upon initiation. Other Sacred Seal choices are largely down to preference, but the best choices will further improve Selkie’s offensive potential.
Kid-like Kit (Enemy Phase Tank)
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Foxkit Fang | A | Distant Counter |
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Reposition | B | Chill Def 3 |
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Iceberg | C | Even Res Wave 3 |
SP | 1475 | S | Quick Riposte 3 |
- Preferred IV: +RES / -DEF
- Weapon: Foxkit Fang
- Assist: Reposition / Flexible
- Special: Iceberg / Glacies / Aether
- Passive A: Distant Counter / Fort. Def/Res / Fury
- Passive B: Chill Def / Sabotage Atk / Chill Res
- Passive C: Even Res Wave / Even Atk Wave / Flexible
- Sacred Seal: Quick Riposte / Darting Stance / Brazen Atk/Res
In complete contrast to the previous build, this build serves to improve Selkie’s defensive prowess. +RES is the recommended Asset here, as high Resistance will augment all of Selkie’s other stats through Foxkit Fang. There are few changes to Selkie’s other skills with two exceptions: the A and S slot skills.
For Selkie’s A slot, she has two major choices. Distant Counter allows Selkie to combat mages and other ranged attackers, whereas Fort. Def/Res provides the greatest defensive bonus available, while also potentially improving Selkie’s other stats through the additional Resistance. If Selkie won’t be needed to fight ranged opponents, Fort. Def/Res is the clear choice, otherwise Distant Counter is a valuable choice worth consideration.
Selkie’s Sacred Seal is more straightforward: both of the best options aim to ensure that Selkie can make follow-up attacks against enemy heroes. Quick Riposte guarantees that Selkie can make follow-up attacks against any enemy, excluding heroes using skills such as Null Follow-up, whereas Darting Stance pushes Selkie’s Speed to 44 when defending allowing her to make natural follow-up attacks against many heroes. This ultimately comes down to preference. Alternatively, Brazen Atk/Res is a strong choice for those looking for a more aggressive option, but remember that the bonus Resistance from this skill will not influence Foxkit Fang.
Introduction
The playful kitsune Selkie emerges as a beast hero with exceptional Speed and Resistance. Considered equivalent to cavalry among beasts, despite the lack of a mount, Selkie can move three tiles in a turn without the need for transformation bonuses. However, this comes with the typical drawbacks of cavalry heroes: Selkie cannot traverse forest tiles, is penalised when traversing trenches, suffers a lower BST and is vulnerable to cavalry-effective weapons.
This tradeoff is made worthwhile thanks to Selkie’s fantastic unique weapon and complementary base stat spread. The Foxkit Fang grants Selkie bonus Resistance, in addition a variable bonus to all of her combat stats against all non-tome and staff heroes. This bonus can potentially reach a stellar +8, effectively pushing her base stats to 35/37/46/27/43 before considering any of her skills. This bonus is equivalent to 50% of the difference between Selkie’s Resistance and that of her opponent, capping at a +8 bonus. In addition, initiating combat allows Selkie to debuff her opponent’s Attack and Defense, as well as deny any possible follow-up attacks. Foxkit Fang alone makes Selkie a much more competent unit than her stat-line lets on. She will be much more vulnerable on Enemy Phase however.
Overall, though Selkie shares the typical drawbacks of melee cavalry heroes, her fantastic PRF weapon and deceptively high stats make her a powerful force on the battlefield.
“Thanks for always taking the time to play with me! You're so much fun!”
Selkie, Fire Emblem: Fates
Strengths
Foxkit Fang
Without a doubt, Foxkit Fang is Selkie’s greatest strength. Granting bonus Resistance, a potentially massive boost to her combat stats, and a powerful debuff on enemy heroes upon initating combat, this weapon singlehandedly makes Selkie a powerful offensive presence.
Three Movement
As a Cavalry hero, Selkie can move three tiles in a single turn, making her a much more flexible offensive hero. In addition, unlike other beast heroes like Tibarn and Leanne, Selkie’s movement is not tied to her transformation bonus.
Great Speed and Resistance
Selkie’s high Speed and Resistance are her highlight stats: her stellar Speed allows her to make follow-up attacks consistently, whereas her impressive Resistance grants bonus stats through her weapon and improves her matchup against dragon heroes.
Weaknesses
Awful Defense
Though it can be improved by her weapon, Selkie’s base Defense remains pitifully low. She struggles to take hits from physical attackers, which stifles her combat ability over multiple rounds of combat as a melee attacker herself.
Cavalry Penalties
Selkie suffers a few noteworthy drawbacks as a cavalry hero: she cannot traverse forests and is hindered by trenches. In addition, Selkie suffers heavy damage from cavalry-effective weapons.
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Foxkit Fang | A | Distant Counter |
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Reposition | B | Sabotage Atk 3 |
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Iceberg | C | Odd Res Wave 3 |
S | Distant Def 3 |
I use Distant Counter + Distant Def on Selkie to help her take on mages, as she can already wipe dragons. Sabotage Atk is to make use of her Res, which is buffed by Odd Res Wave (I personally use Odd more than Even waves)
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Foxkit Fang | A | Brazen Def/Res 3 |
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Smite | B | Sabotage Atk 3 |
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Iceberg | C | Even Res Wave 3 |
S | Brazen Atk/Res 3 |
build name: FEAR THE RES !!
when brazens are on , her only weakness are bow, dague and strong brave axe
other those, she can tank everything thank to her +15 def and +22 res
and i'am not counting even res wave or sabotage atk
in short ; keep her away from rhaja, cherche, eir and bow lyn and you should do well
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Adult (Cavalry) | A | Heavy Blade 3 |
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Future Vision | B | Mystic Boost 3 |
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Fireflood Balm+ | C | Even Res Wave 3 |
S | Armored Boots |
Fix your site Gamepress. This set shouldn't exist at all. Yet I'm almost certain it will go up unchecked. Adult Cavalry allows Selkie to breathe oxygen and Snuggle Time! You are he ocean's Gray Waves, destined to seek, life beyond, the shore, just out of reach when you're half asleep and hung over. Fireflood Balm+ accentuates her staff in her pants??? Heavy Blade definitely belongs on this low atk "staff" unit. What does Mystic Boost do again. Nobody cares. Staff Valor 3 Staff Valor 3 Staff Valor 3 Staff Valor 3. And her boots? are steel-toed. Yeah. Don't mess with Snuggle Wuggle Bungle Rub a Dub Dub. Fix your site.
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Foxkit Fang | A | Fury 2 |
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Reposition | B | Desperation 3 |
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Iceberg | C | Even Res Wave 3 |
S | Brazen Atk/Res 3 |
Selkie is a cavalry unit with a high res, good attack and a lot of movility. Her Weapon works based on the res of selkie and the difference with the res of the foe unit.
The best is focus her build on improve her rest and Attack. Fury is a good skill that gives points to all the stats. But she has a slow HP so is better to stay on Fury 2 or get Fury 3 and a good healer close of her.
Desperation 3 and brazen atk/res 3 are good skills that works with fury as well. It allows Selkie to explode her weapon and the difference of res with the rival, improving the damage and allowing a double attack. Most of the times it will be a good insta kill.
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Foxkit Fang | A | Atk/Spd Push 3 |
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Swap | B | Dull Close 3 |
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Glacies | C | Even Spd Wave 3 |
S | HP/Res 2 |
Stats above include weapon, +Res (originally -HP) at +2 merges, +4 cavalry dragonflowers and S-rank summoner support.
The idea of my build here is to emulate her starting kit to an extent. Atk/Spd Push over Bond and Solo since as a Cavalry hero, she will want to take advantage of her 3 movement, but only when going for a safe kill. She'll also want to stay close to her allies, ideally some of them being beasts, for transformation uptime and those sweet buffs; so she doesn't lean one way or another in terms of positioning. She is player phase oriented however, so something like Swift Sparrow is acceptable as well.
In my case I have Kaden and Reyson, as beast units, supporting her.
Kaden runs Atk/Def Link (as opposed to his inherent Spd/Res Link, I'll get to this later), Goad Beasts, and the Drive Atk sacred seal.
Reyson runs Close Guard, as I don't have Ward Beasts, and I have the visible buffs covered so I don't find Fortify beasts necessary; Selkie wants to focus on melee ranged opponents anyway, though Drive Def or Res are decent options as well. I do have a non-Beast hero on the team (M!Corrin), so if Reyson ever finds himself without 3 movement, the Aerobatics sacred seal will give him some extra mobility there. Reyson's Heron Wing has a healing aura which is synergistic with Atk/Spd Push, effectively removing the necessity for a healer or other healing methods in any capacity.
M!Corrin has S-rank ally support with Selkie, so he can facilitate further buffstacking. He also runs Res Tactic to cover the last of the visible buffs, and the Drive Def sacred seal to help patch her paper thin defense. Mix and match your own buff stacking options as necessary.
The reason I opted not to use her inherent Sabotage attack, is mainly personal preference. I prefer to use skills that I have more control over; I can influence AI movement to an extent but it doesn't guarantee that the opposing heroes will stay huddled together or next to each other. Same goes for the other global debuff: Chills, one hero (potentially more) will be debuffed, but it isn't always going to be the one that I/you will want to take on first; if you find Chills helpful however, another hero on the team can run it instead. In my case, M!Corrin could opt out of Axebreaker, and run Chill Atk or Def. Dull Close may be niche, and sometimes ineffective, but it guarantees that Selkie's melee opponents can't make use of their visible buffs, which is key for when Foxkit Fang res checks; only visible (de)buffs to resistance influence this, not in combat buffs. Since she receives +6 resistance from visible buffs, she will effectively receive at least +3 to all stats from her weapon, since not many heroes can match, not to mention exceed, her resistance. Also wouldn't make much sense to be running a resistance debuff skill when I have no magic attackers on the team. Panic is also ineffective since Selkie's teammates are predominately going to be beasts, and beasts don't have high HP pools to be making use of it effectively. Aversa's, should you choose to use her, can be a decent support, so long as you don't fight armors or high HP heroes in general.
Selkie's C skill, aside from being a source of visible buff, is mainly there for aesthetic purposes, and as a result of what skill fodder I had available. I appreciate that I.S. gave her a skill with the title "Even" in it, as a reference to the Kitsune class skill Evenhanded, as opposed to the Wolfskin class skill Odd Shaped. If I had Even Atk Wave available or even Even Def Wave (heh double even), I would've stuck with Kaden's inherent Spd/Res Link; alas, this was not the case, but I did have a Sumia sitting in the barracks, so she was put to good use.
HP/Res 2 is there to pad her stats a bit more.
Another build option would be the tried and true Fury Desperation combo. If you're confident in your Selkie's attack, she can make use of the Heavy Blade sacred seal for faster charges and make better use of skills like Aether or Galeforce. In addition to simple stat modifying seals, Brazen Atk/Def or Res sacred seals would also work. Fury also plays nice with the Ploy set of C skills, as without Dull Close, Selkie herself no longer ignores the opponent's visible buffs.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Beast (Cavalry Only)
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50 | 1 | 4 |
![]() Beast (Cavalry Only)
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100 | 1 | 6 |
![]() Beast (Cavalry Only)
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200 | 1 | 9 |
![]() Learns by default at 5 ★ |
400 | 1 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
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60 | B |
![]() Inheritable by all units.
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120 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
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60 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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