- Default
- Attack
- Special
- Injured
Silas - Loyal Knight |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 8 | 4 | 9 | 3 |
Middle | 18 | 9 | 5 | 10 | 4 |
High | 19 | 10 | 6 | 11 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
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 |
---|---|---|---|---|
Skill Sets
This is an Enemy Phase Cav (Enemy Phase)
Sworn Lance (+Eff) Alternate: Stout Lance+ (+Def) |
A | Sturdy Stance (2 or 3) Alternate: Atk/Def Solo (3 or 4) |
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Positional Assist | B | Lull Atk/Def 3 Alternate: Quick Riposte 3 |
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Moonbow Alternate: Bonfire |
C | Joint Drive Atk Alternate: Rouse Atk/Def 4 |
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IVs | +ATK or +DEF / -SPD or -RES | S | Quick Riposte 3 Alternate: Atk/Def Solo 3 |
Weapon: Sworn Lance (+Eff) / Stout Lance+ (+Def)
Assist: Positional Assist
Special: Moonbow / Bonfire
A Passive: Sturdy Stance (2 or 3) / Atk/Def Solo (3 or 4) / Atk/Def Catch / Atk/Def Unity
B Passive: Lull Atk/Def / Quick Riposte
C Passive: Joint Drive Atk / Rouse Atk/Def (3 or 4) / Atk/Def Menace
Sacred Seal: Quick Riposte / Atk/Def Solo
- Sworn Lance isn’t a bad weapon by any means. Being able to grant upwards of 12 Atk and Def on top of negating follow-up attacks and having Armor effectiveness can make him a fantastic Armor check in general as most armors that rely on skills such as Bold Fighter don’t have good Spd, to begin with. However, outside of Armor coverage, the weapon isn’t any better than something such as Stout Lance+ as the damage reduction and additional Atk and Def granted can allow Silas to take on even more physical threats and allow him to trigger higher cooldown Specials more consistently. Also, given his status as an enemy phase unit, his set options are going to be very limited. As such, this will be the only recommended set for him.
- Depending on the weapon of choice, Silas can either opt for a two-cooldown Special or a three-cooldown Special. Sworn Lance negates the foes’ follow-up attacks, so he won’t have the ability to charge up his Special any faster without some support present. Meanwhile, if running Stout Lance+, the foe will more than likely double him due to his low Spd, so he can charge up a three-cooldown Special such as Bonfire and inflict massive amounts of damage on the second hit.
- Silas would appreciate stacking up as much Atk and Def as possible. As such, three of the best options for him include Sturdy Stance, Atk/Def Solo, and Atk/Def Catch. Sturdy Stance, depending on the version, can provide a great amount of Atk and Def and inflict Guard on the foe in the enemy phase. Meanwhile, Atk/Def Solo provides a bit more Atk and Def and can work in both phases. For the most premium option, Atk/Def Catch will provide the most Atk and Def out of the three skills, but relies on debuffs on the foe.
- Enemy phase cavalry units lack a good amount of notable B Passive options. The only two worthwhile skills that Silas has access to are Lull Atk/Def and Quick Riposte. Lull Atk/Def is solid for overall tanking, but Silas is going to need Quick Riposte in his kit somewhere since he lacks the natural Spd to double on his own. If it’s not present anywhere in his kit, simply run it in his B Passive slot.
- Thankfully, there are plenty of C Passive options for Silas that can work really well with the rest of his kit. Joint Drive Atk is a standard option that works well as it grants additional Atk for being near allies, which he already needs to do since his PRF has a three-space dependency. Meanwhile, Rouse Atk/Def can work well if running a bunch of Solo skills, and Atk/Def Menace pairs well with Atk/Def Catch.
- Depending on the B Passive running, Silas will either want to run Quick Riposte or anything that increases his Atk and Def. Quick Riposte is important for securing doubles as Silas lacks the Spd stat to securely double himself. However, if it’s being run in the B Passive, using a Sacred Seal such as Atk/Def Solo is a good option for him.
Strengths
Sworn Lance
Sworn Lance is an easily triggerable lance that grants +12 to Silas’ Atk and Def, making him into a relatively solid physical tank. Moreover, Sworn Lance comes with armor effectiveness and Impact, meaning he can also make for a fantastic enemy phase Armor check.
Solid Defense
Silas starting out with a base Def stat of 36, combined with the additional +12 Def he gets from his PRF allows him to tank physical foes with little issue.
Weaknesses
Low Speed
Having low Spd is rather counterintuitive considering his PRF has innate Impact, meaning that any unit with a guaranteed follow-up attack and enough Spd can bypass his Impact effect and still double.
Pitiful Resistance
Silas’ low Res stat can be an issue as well if he is being run as a melee specialist, a unit that prioritizes taking on one-ranged foes with Far Save support, as Dragons can easily melt Silas’ survivability.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Lance Learns by default at 1 ★ Unlocks at 1 ★
Lance Users Only
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50 | 1 | 6 |
Steel Lance Learns by default at 2 ★ Unlocks at 2 ★
Lance Users Only
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100 | 1 | 8 |
Slaying Spear Effective against armored foes. Learns by default at 4 ★ Unlocks at 3 ★
Lance Users Only
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200 | 1 | 10 |
Slaying Spear+ Effective against armored units. Learns by default at 5 ★ Unlocks at 5 ★
Lance Users Only
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300 | 1 | 14 |
Sworn Lance Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit during combat. Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Qiang |
Support Skills
Support Skills | Rng. | SP |
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Reposition Target ally moves to opposite side of unit. Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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Steady Stance 1 If foe initiates combat, grants Def+2 during combat.
Inheritable by all units.
Unlocks at 1 ★ |
50 | A |
Steady Stance 2 If foe initiates combat, grants Def+4 during combat.
Inheritable by all units.
Unlocks at 2 ★ |
100 | A |
Steady Stance 3 If foe initiates combat, grants Def+6 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
200 | A |
Even Def Wave 1 At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
Even Def Wave 2 At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
Even Def Wave 3 At 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 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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