- Default
- Attack
- Special
- Injured




Silas - Loyal Knight |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 4 | 9 | 3 |
Middle | 18 | 9 | 5 | 10 | 4 |
High | 19 | 10 | 6 | 11 | 5 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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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.
Boons
- +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.
Neutral
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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.
Banes
- -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
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Slaying Lance+ (+Def) Alternate: Tannenboom!+ (+Def) |
A | Atk/Def Bond 3 Alternate: Close Def 3 |
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Swap Alternate: Reposition |
B | Quick Riposte 3 Alternate: Chill Atk 3 |
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Ignis Alternate: Bonfire |
C | Even Def Wave 3 |
IVs | S | Close Def 3 |
- 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
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Berkut’s Lance+ (+Res) | A | Close Def 3 Alternate: Distant Counter |
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Swap Alternate: Reposition |
B | Chill Def 3 |
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Bonfire Alternate: Ignis |
C | Even Def Wave 3 Alternate: Hone Cavalry |
IVs | S | Quick Riposte 3 |
- 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
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Slaying Spear+ (+Def) | A | Steady Stance 3 Alternate: Atk/Def Bond 3 |
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Swap Alternate: Reposition |
B | Quick Riposte 3 Alternate: Lancebreaker 3 |
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Bonfire Alternate: Aether |
C | Even Def Wave 3 |
IVs | S | Close Def 3 |
- 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.
Introduction
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.
Strengths
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.
Weaknesses
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.
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Reprisal Lance+ (+Atk) | A | Steady Stance 3 |
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Odd Def Wave 3 |
S | Even Def Wave 3 |
One Sturdy Silas
this Build is Meant for Silas to be an enemy phase melee tank for horse emblem
Reprisal lance to compliment Steady stance 3 allowing silas to have both +6 in offense and Defense
Quick riposte 3 or if on a budget QR2 to ensure he always doubles enemies
Odd Def Wave for C and Even Def Wave for the seal to ensure he and adjacent Allies are given constant defensive boosts
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Berkut’s Lance+ (+Def) | A | Atk/Res Solo 3 |
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Rally Up Atk+ | B | Seal Def 3 |
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Glimmer | C | Even Def Wave 3 |
S | Quick Riposte 3 |
Preferred IV would be +def/-spd with a +def refine on his Lance. You can go +atk/-spd IV if power is your thing, but def is a bit more of a benefit for his sustain on the battlefield, if only slightly.
A great enemy phase unit in my opinion that has a huge hit when not adjacent to an ally. His resistance is also boosted to 34 on enemy phase which is decent enough to duel and defend a few magic foes. I think its a great option for a mixed tank, and easily underestimated.
His glimmer will hit on his counter and with his attack at 58 without buffs it wont be a light hit. Its a great combo for his B skill as well. He will do great at taking the first hit to debuff them -7 def on his next turn, where they will most likely not survive.
Berkuts Lance is great for mixed bulk, and dragon dueling, but his own weapon is great against the tank meta. His +def slaying spear would be an ideal option as well.
His B is flexible, but I prefer seal def for the following turn, especially against a green or blue magic foe that couldnt take him out. Breakers would also be optimal.
His C skill is also great for a self buff or ally support when necessary. Overall, def wave gives him some great sustain. An attack wave would be a bit better for a self power boost. It would allow him to hit at 64 atk without ally support. However, his def buff is great and already a part of his kit as well.
QR seal is solid and the only way he will pull off his double and activate his glimmer on a normal duel on enemy phase, not counting units with an active desperation, or weapons that dont allow counters. But your def debuff will be there and your glimmer will also be there the next turn.
Teammates like Corrin or Camilla are great with their weapon refines, and he runs really well on cavalry teams with their wards and goads running. His biggest weakness are strong green units, and forest terrain.
Id go for Corrin as support. These are his stats with S support Corrin merely standing a space away.
Atk: 63
Spd: 26
Def: 45
Res: 39 (32 on player phase)
2 drive speeds on Corrin gives Silas an acceptable 32 spd.
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Slaying Spear+ (+Def) | A | Steady Stance 3 |
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Reposition | B | Guard 3 |
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Bonfire | C | Even Def Wave 3 |
S | Quick Riposte 3 |
This build mainly serves as a counter to the Bold/Vengeful armor meta, using Guard to tone down these specials. Guard also has other perks, like delaying specials for other types of foes as well as armors. He also has Goad Cavs in case he is to be placed in a cavalry team.
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Brave Lance+ | A | Death Blow 4 |
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Reposition | B | Chill Def 3 |
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Bonfire | C | Odd Atk Wave 3 |
S | Attack +3 |
Silas comes into FEH sporting the third highest attack of a lance cavalier, behind Ephraim and Quan respectively. With 35 base attack, Silas can hit like a truck when possible. His speed is much to be desired with at base 24, but a Brave Lance can help fix that.
The Brave Lance will give Silas the doubling potential he needs to perform exceptionally, despite his low speed. With a +atk nature, he hits 46 attack. Stack up more attack using Death Blow 3 (or 4) and an attack seal to push him up to 55 attack (57 w/ DB4). With his neutral base defence, his Bonfire hits with a minimum of 18 extra damage; a hefty amount. Chill Def will increase Silas' matchups against tankier defensive units, reducing their defence by 7, giving Silas an effective 62 atk (64 w/ DB4).Odd Atk Wave is a great option for Silas to self buff and push his attack to higher levels, making him non-reliant on allies.
If arena score is your thing, the classic Galeforce and Heavy Blade seal can be used to allow Silas to go in for another round of combat, or retreat to safety once Galeforce procs. If Heavy Blade's conditions are met, Silas will have a ready Galeforce by the end of a second round of combat. For those with no Walhart's, Helpful Chrom's or Dancing Lobster's, a breaker such as Lancebreaker will be helpful in increasing Silas' matchups against Lance units.
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Reprisal Lance+ (+Def) | A | Sturdy Stance 2 |
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Reposition | B | Guard 3 |
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Ignis | C | Even Def Wave 3 |
S | Quick Riposte 3 |
Finally joining Corrin in Feh, Silas makes an appearance in Feh as his debut of being a VERY tanky mounted unit, with a base Def of 36 ( Def boon is equivalent to 39), that is considered tanky. This build is not optimal, but takes advantage of his high Def and great Atk.
Sturdy Stance is a great option to this build as the Stance skill itself has synergy with Reprisal Lance, therefore dealing 10 extra damage in the enemy phase as well as gaining 4 def in the enemy phase. If you do not really want to kill your L!Ephraim for this build you can stick with his default Steady Stance to maximise his Def in the enemy phase, which then makes Ignis a little more efficient.
Guard is here to stop enemies taking advantage of his low Spd and doubling him to proc skills that can whittle him down. This is really good as Silas can do some damage to try to weaken them them. Close Dull can be used here, but it is one of those rare cases that the skill will be used.
Silas brings Even Wave Def to the normal summoning pool which is great, also going to be our only unit with 4/5* rarity to have a Wave skill. Even Def Wave is, by far, the best choice for him completely maximising his Defensive capabilities to then successfully defeating his foe with the scary Ignis Bomb. Odd Atk Wave can be used here as the buffs form Reprisal Lance and Sturdy Stance are actually invisible stat bonuses, so this can be used to increase damage output.
Quick Reposte is simply the best seal for this scenario. You can try to run Fortress Def, but it will ruin his Atk.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Lance Users Only
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100 | 1 | 8 |
![]() Lance Users Only
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200 | 1 | 10 |
![]() Learns by default at 5 ★ Lance Users Only
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300 | 1 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 5 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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50 | A |
![]() Inheritable by all units.
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100 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | A |
![]() 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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