Community Posts with Keyword Silas All
Analysis by raelet
Silas - Loyal Knight


Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 35
SPD 24
DEF 36
RES 21

Stat Variations

Level 1 Stat Variation
Low 17 8 4 9 3
Middle 18 9 5 10 4
High 19 10 6 11 5

Level 40 Stat Variations
Low 36 32 21 33 18
Middle 40 35 24 36 21
High 43 38 28 39 24

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.

Silas is a lance cavalry unit with a high Attack and Defense, for which he trades poor Speed and mediocre Resistance. He is best equipped to further increase his best stats while he can generally safely ignore the rest.


  • +ATK: What is likely Silas’ best boon, Attack will further increase his damage potential by rounding his Attack up to a healthy 38.
  • +DEF: Silas is a physical tank with high Defense to match- further increasing his Defense will make him even more of an impenetrable wall.


  • HP: While Silas’ HP can be dropped, it is a superbane, which would leave it at 36.  Therefore, it’s generally best left at neutral.


  • -SPD: Silas’ Speed is quite poor, and increasing it won’t do much to help him. Getting a bane in Speed is generally best for minmaxing him, though it is a superboon so it can be increased to a serviceable level if you fully invest in it.
  • -RES: Physical matchups are generally Silas’ forte, so he can take a bane in Resistance without significantly impacting his combat ability. However, Silas can find some sort of flexibility in taking a boon if you’d like to try and improve his matchups against dragons and mages.

Skill Sets

The Fierce Defender

Build by
Slaying Lance+ (+Def)
Alternate: Tannenboom!+ (+Def)
A Atk/Def Bond 3
Alternate: Close Def 3
Alternate: Reposition
B Quick Riposte 3
Alternate: Chill Atk 3
Alternate: Bonfire
C Even Def Wave 3
IVsSClose Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF / -SPD or -RES
  • Weapon: Slaying Lance (+Def) / Tannenboom! (+Def)
  • Assist: Swap / Reposition
  • Special: Ignis / Bonfire
  • Passive A: Atk/Def Bond / Close Defense / Fury
  • Passive B: Quick Riposte / Chill Atk
  • Passive C: Even Def Wave
  • Sacred Seal: Close Def / Def +3

Silas’ best role is as a physical Enemy Phase tank, which he can do admirably by increasing his Attack and Defense through his A, C, and S slot skills. The purpose of this build is for Silas to rush out toward the enemy and end his turn in their range with his allies right behind him, allowing him to be the tip of the spear for a next turn assault.

Atk/Def Bond increases both of these stats by 5 as long as there is an ally adjacent to him- this is the easiest way to increase his raw power so that he can do his job better. With an +ATK IV, Atk/Def Bond, a Defense-forged lance and Close Def active, he will have 57 Attack and 51 Defense- 57 Defense on Even numbered turns. This basically turns him into an unstoppable blue wall and reduces powerful reds units like Ayra and Karla to smithereens.

Quick Riposte is the natural B slot for him, given that his Speed is far too low to hope to double most units. He will need to endure two blows in order to get both Attacks in, but with a properly-managed bulk, he’ll be able to do that admirably.

Lastly, are the options for his Special. While Slaying Lance + Ignis does the most damage, the Tannenboom! lance allows Silas to increase all of his stats by +2 in the Enemy Phase, which can help to further increase his Attack and even help patch up his Resistance if a dragon unit decides to take a swipe at him. At 51 Defense, a Slaying Lance Ignis proc will do 41 damage, however with the Tannenboom!, Silas will be doing roughly 27 damage per Bonfire. This means that Silas essentially trades +2 to all of his stats for roughly 14 damage per Special proc.

Finally, Close Def in his seal slot is a bit of a no-brainer. There are very few seals that Silas would even consider taking over this one, though he could run Quick Riposte in his seal slot in order to run Chill Atk or Chill Def in his B slot in order to make him even more tanky or offensive, depending on your playstyle.

Flippy Up In The Front Hair

Build by
Berkut’s Lance+ (+Res) A Close Def 3
Alternate: Distant Counter
Alternate: Reposition
B Chill Def 3
Alternate: Ignis
C Even Def Wave 3
Alternate: Hone Cavalry
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +RES or +DEF / -SPD
  • Weapon: Berkut’s Lance (+Res) 
  • Assist: Swap / Reposition
  • Special: Bonfire / Ignis
  • Passive A: Close Def / Distant Counter / Fury
  • Passive B: Chill Def
  • Passive C: Even Def Wave / Hone Cavalry
  • Sacred Seal: Quick Riposte / Close Def

As Silas is a lance unit, of course there’s going to be a Berkut’s Lance build on his page. For Silas however, Berkut’s Lance vastly increases his ability to duel dragons in addition to his developed niche of dueling melee heroes, making him a fantastic mixed tank for any cavalry team, particularly against red dragons who may otherwise be able to destroy powerful green and red units on your team.

A Resistance boon will increase Silas’ Resistance to 24. From there, a forged Berkut’s Lance increases it to 35, giving Silas a defensive spread of 36/35. He can equip Distant Counter in his A slot to duel mages, but he’s far better off with Close Def in order to bait out dragon units with Close Counter (essentially giving him 42/41).

Chill Def works well with this set, as it makes up for the lack of Attack buff in his A slot by applying -7 Defense to his opponent with the highest Defense.  He carries the customary Quick Riposte in his Seal slot, though you can choose to run Close Defense there as well in order to make him even more tanky.  

Even Def Wave is Silas’ default C slot skill, but still works fantastically on him so there’s no reason to get rid of it. However, he can run Hone Cavalry or even Tactics buffs to help buff his allies while simultaneously debuffing his opponent’s Defense with his B slot skill.

Armor? I’d Rather Not

Build by
Slaying Spear+ (+Def) A Steady Stance 3
Alternate: Atk/Def Bond 3
Alternate: Reposition
B Quick Riposte 3
Alternate: Lancebreaker 3
Alternate: Aether
C Even Def Wave 3
IVsSClose Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF / -SPD
  • Weapon: Slaying Spear (+Def)
  • Assist: Swap / Reposition
  • Special: Bonfire / Aether
  • Passive A: Steady Stance / Atk/Def Bond
  • Passive B: Quick Riposte / Lancebreaker
  • Passive C: Even Def Wave
  • Sacred Seal: Close Def

Silas is a fantastic budget unit that can be used for countering armors with his default kit, and he doesn’t need much help in doing so. With all of the Defensive buffs his default kit give him, Silas can take a simple Close Def and reach a Defense of 58 on Even numbered Enemy Phase turns.

For his Special, Bonfire will proc in a single combat if his opponent doubles him and give him an additional 29 damage to finish off his opponent. Aether’s damage is more dependant on his opponent’s Defense, but will help Silas in sustainability and enable him to heal off what little damage he takes in order to continue taking down armored units.

This is a fantastic build for modes like Arena Assault, where you may need to face entire teams of armors with lesser-built units, and Silas can tank and plow through a great many of them with very little assistance.


Adding to the bloated blue lance cavalry pool, Silas comes along with a fantastic stat spread for an Enemy Phase cavalry. His Attack and Defense are both stellar for his class, though his Speed and Resistance leave a little to be desired. 

Despite that, Silas is very good at what he does: being a formidable blue wall for your team. While he’s not particularly flashy and doesn’t come with unique skills, he’s a very reliable unit that can use his superior bulk and Attack to counter some of the toughest red and blue units you may come across.


Minmaxed stat spread

Silas’ sky-high Defense will help him be a formidable tank for your team.

His Attack is also very high, making him a fantastic unit for an Enemy Phase Quick Riposte build.

Synergistic base kit

Silas comes with Steady Stance and Even Def Wave which further helps him to tank his melee opponents.

While he’s only at his maximum Defense on even-numbered enemy turns, his bulk is still great without all of his self buffs.


Limited by his BST

Silas is limited by his cavalry BST. His stats and base kit make him a standout Enemy Phase unit, but his movement type is generally best suited for Player Phase capabilities.

This makes him somewhat at odds with his movement type, where he is not likely to utilize the full movement that he trades some of his stat total for.

Silas’ Speed is quite low at 24, limiting his ability to run any kind of Player Phase set to take advantage of his 3 tile movement.

Cluttered movement type

Silas has quite a bit of competition in blue lance cavalry. Quan was only released a week before Silas, with 2 higher Attack and 4 lower Defense, but a prf lance that situationally increases his Attack and Defense by 5.

Other lance cavalry are very flexible, with many available at 3 stars. This makes it easy to merge and find great IVs for them, while Silas’ higher rarity can limit him.

Weapon Skills

Weapons SP Rng. Mt.
Steel Lance
Lance Users Only
100 1 8
Slaying SpearEffective against armored foes.
Lance Users Only
200 1 10
Slaying Spear+Effective against armored units.
Learns by default at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
RepositionTarget ally moves to opposite side of unit.
Learns by default at 5 ★
1 150

Passive Skills

Passive Skills SP Slot
Steady Stance 1Grants Def+2 during combat when this unit is attacked.
Inheritable by all units.
Steady Stance 2Grants Def+4 during combat when this unit is attacked.
Inheritable by all units.
Steady Stance 3Grants Def+6 during combat when this unit is attacked.
Inheritable by all units.
Unlocks at 4 ★
Even Def Wave 1At start of even-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.
Even Def Wave 2At start of even-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.
Even Def Wave 3At start of even-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 5 ★

Other Info

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