Spring Bartre

Analysis by MackerelPye
Spring Bartre - Earsome Warrior

Hero Stats

Max Avg Total Stats at Lvl 40
HP 46
ATK 40
SPD 26
DEF 35
RES 25

Stat Variations

Level 1 Stat Variation
Low 19 9 3 10 5
Middle 20 10 4 11 6
High 21 11 5 12 7

Level 40 Stat Variations
Low 43 37 22 32 22
Middle 46 40 26 35 25
High 49 44 29 38 29

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.

Resistance is a safe Flaw to take, though this is obviously not the case on the mixed phase build.

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

Killer Bunny Dad Bod (Single Hit Offensive)

Build by MackerelPye
Slaying Edge+ (+Atk)
Alternate: Carrot Cudgel+ (+Atk)
A Death Blow (3 or 4)
Alternate: Atk/Def Solo 3
Reposition B Special Spiral 3
Alternate: Lull Atk/Def 3
Alternate: Glimmer
C Odd Atk Wave 3
Alternate: Def Smoke 3


SDeath Blow 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Slaying Edge+ (+Atk) / Carrot Cudgel (+Atk) / Melee Bouquet+ (+Atk) / Armorslayer+ (+Atk)

Assist: Reposition / Flexible

Special: Bonfire / Glimmer / Blazing Wind

Passive A: Death Blow / Sturdy Impact / Atk/Def Solo / Fury / Other Atk-boosting skills

Passive B: Special Spiral / Lull Atk/Def / Wrath

Passive C: Odd Atk Wave / Def Smoke / Time's Pulse / Infantry Pulse / Flexible

Sacred Seal: Death Blow / Quickened Pulse / Sturdy Blow / Atk +3

  • Bartre fills in his wife's shoes with a build that focuses on ending lives with a powerful, resounding hit. With his extremely high base Attack stat combined with other Attack-boosting means (such as Death Blow in both the A slot and Sacred Seal), he will have little trouble dealing a huge hit against non-blue or extremely Defense-fortified enemies.
    • Unfortunately, his lower Speed means he has to resort to single hits and Special activation rather than follow-up attacks unless players are willing to go the high road (Cake Cutter, Swift Sparrow, Life and Death, merges, etc) with him.
  • There are a number of Sword weapons Bartre may opt to take:
    • Slaying Edge is the most recommended sword weapon out of other choices as it allows Bartre to activate Specials which significantly better frequency. The resulting 1 CD Glimmer and 2 CD Bonfire should be highly considered.
    • Carrot Cudgel's benefits are conditional, but if you comply to its easy conditions (i.e. being within two spaces of an ally), Bartre benefits from a beefy Atk/Def boost and immunity to penalties.
    • Melee Bouquet also provides an Atk/Def boost on initiation along with enemy follow-up negation. It thus makes for a fine Sturdy Impact substitute if you would like to run other A-slot skills.
    • For Coliseum performance purposes, Armorslayer allows Bartre to take out the numerous armored enemies prevalent in high-scoring environments with significantly increased ease.
  • This build's single-hit nature calls for either Special Spiral, a Defense-based Lull, or Wrath.
    • Special Spiral provides immediately charged Specials post-combat.
    • Lull Atk/Def (or Lull Spd/Def if that's not available or the Speed is more relevant to you) significantly improves non-Special combat by nullifying enemy bonuses and further punishing its stats by -3 in-combat.
    • Wrath is more easily accessible than the former two and allows Bartre to charge his Special passively if he's in the correct HP range. Additionally, it provides a solid +10 additional damage to every Special activation.
    • With Slaying Edge and Special Spiral, constantly firing Bonfire and even AOE Specials such as Blazing Wind is possible. Some cooldown / Pulse support is recommended with AOE Specials as it's somewhat difficult to get them ready immediately due to their longer cooldown values.
  • There are some alternatives to the simple-but-effective Death Blow in the A-slot and Sacred Seals, particularly of the dual Attack/Defense-boosting kind:
    • Sturdy Impact and Atk/Def Solo both provide a considerable amount of Attack and Defense. Whereas Sturdy Impact allows for significantly safer initiations thanks to disabling the enemy's counterattack, Atk/Def Solo allows Bartre to be more functional in both player and enemy phase. Similarly, using Sturdy Blow instead of Death Blow allows for slightly stronger Bonfires and safer physical initiations.
    • Fury works best with Wrath as the recoil helps Bartre reach Wrath range much quicker. Additionally, Fury also improves his Speed and Resistance slightly if you would like to improve his matchups involving these two stats.
    • Without sufficient outsourced Pulse support, Bartre may opt to run Quickened Pulse as his Seal, though this cuts down a bit on raw power.
  • While Bartre's default Odd Atk Wave will suffice for this build's purposes, there's a number of flexible C slot alternatives he may take. Special mention goes to Time's Pulse as outsourced Pulse support may be a little difficult due to his higher HP than most infantry allies.

"Give 'Em a Squeeze!" (Physically Defensive)

Build by MackerelPye
Carrot Cudgel+ (+Def)
Alternate: Slaying Edge+ (+Def)
A Steady Breath
Alternate: Sturdy Stance 3
Reposition B Lull Atk/Def 3
Alternate: Quick Riposte 3
Alternate: Ignis
C Atk Smoke 3
Alternate: Infantry Pulse 3

+DEF or +ATK / -RES

SQuick Riposte 3
Alternate: Atk/Def Bond 3

Show Explanation/Analysis

Weapon: Carrot Cudgel+(+Def) / Slaying Edge+ (+Def) / Guard Sword+ (+Def)

Assist: Reposition / Flexible

Special: Bonfire / Ignis / Aether

Passive A: Steady Breath / Sturdy Stance (2 or 3) / Fierce Breath / Steady Stance 4 / Other alternative Atk/Def-based skills

Passive B: Lull Atk/Def / Quick Riposte / Special Spiral / Sudden Panic

Passive C: Infantry Pulse / Atk Smoke / Panic Ploy / Flexible

Sacred Seal: Quick Riposte / Atk/Def Bond / Steady Stance / Heavy Blade / Flexible

  • Bartre's great physical stats make a physical tanking set fairy obvious on him. He even comes with a default weapon ideal for that exact purpose; when near an ally (which should be a common scenario anyway considering this is an enemy phase build) Carrot Cudgel cancels out any current penalties to Attack and Defense while offering a solid +5 to those stats, making Bartre practically pristine physically.
    • Slaying Edge is an alternative that opens up a number of Special activation tricks especially with a Breath skill or equivalent support. In particular, Bonfire can activate in a single counterattack, while Aether benefits from more consistent timing.
    • Guard Sword provides a means of having the Guard effect consistently active if you aren't already using it in the A or B slot. Having it in some form means Bartre is less vulnerable to getting beaten by the opponent's Specials.
  • Breath skills are best for builds involved with consistent Special activation but can easily be substituted with near-equivalent skills and outsourced support in Heavy Blade, Infantry Rush, Infantry Breath, or Geirskögul. Other A-slot alternatives that boost Attack or Defense or both can thus be considered, and there are almost too many to list ranging from Atk/Def Bond to Sturdy Stance.
  • Special Spiral combined with other forms of Special acceleration allows for exceptionally shortened activation of longer-winded Specials such as Ignis and Aether. Otherwise, Lull Atk/Def or Quick Riposte should be taken for significantly better non-Special combat.
  • Bartre's resulting HP after weapon refinery and general investment makes him a great user of Panic skills, meaning Sudden Panic and Panic Ploy are on the table for greatly crippling opposing enemies.
  • If Quick Riposte isn't already taken in the B slot, it's recommended as the Sacred Seal for an additional follow-up attack in enemy phase, consequently closing more kills and matchups. Otherwise, other Seals that improve Bartre's stat-based performance will do just fine.
  • Lacking Special acceleration in Breath skills or outsourced versions of that, Bartre can use Heavy Blade, which does a similar job with slightly less timing efficiency. 

Spring Loki's Archnemesis (High-Investment Mixed Defensive)

Build by MackerelPye
Barrier Blade+ (+Res)
Alternate: Slaying Edge+ (+Res)
A Fort. Def/Res 3
Alternate: Mirror Stance 3
Reposition B Lull Atk/Def 3
Alternate: Quick Riposte 3
Alternate: Bonfire
C Atk Smoke 3
Alternate: Infantry Pulse 3

+RES / -HP (merge when possible)

SAtk/Res Bond 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Barrier Blade+ (+Res) / Slaying Edge (+Res)

Assist: Reposition / Flexible

Special: Bonfire / Iceberg / Aether

Passive A: Fort. Def/Res / Mirror Stance / Warding Breath / Atk/Res Bond

Passive B: Lull Atk/Def / Quick Riposte

Passive C: Atk Smoke / Infantry Pulse

Sacred Seal: Atk/Res Bond / Quick Riposte / Def/Res Bond / Mirror Stance / Warding Stance

  • This build is largely the same as the Physically Defensive build, but with exceptional focus on making up Bartre's below-average Resistance. Due to the amount of investment (including Heroic Grails and a number of high-investment skills) and time it takes to do this, however, it is recommended only for players with incredible dedication to the character.
  • The incredible task of raising Bartre's Resistance to more-than acceptable levels requires him to focus on fortifying his stats rather than relying on Special acceleration techniques like the previous build. Slaying Edge and Quick Riposte thus take somewhat of a backseat here but can be considered still for builds heavily involving Special activation.
    • Barrier Blade is an easy way of getting Bartre's Resistance up-to-speed, as it provides a beefy +7 Resistance in enemy phase and can be further refined to increase Bartre's Resistance by 4. Doing this by itself already pushes his Resistance a bit further than his Defense!
    • The A slot skill and Sacred Seal of choice depends on your desired balance between Bartre's Resistance, Attack, and Defense. Don't forget that while Bartre can take his fair share of magic, he should be built to take physical hits reasonably as well, putting skills such Fort. Def/Res and Def/Res Bond on the table.
    • At the cost of some pure stat performance, Quick Riposte in some form still allows Bartre to close kills with better confidence.
    • Due to the increased focus on physical and magical survivability, an Attack-based Lull, especially Lull Atk/Def as it helps Bartre's damage output subsequently as well, should be highly considered.

I Meant The Rabbit Ears, Actually. (Low-Investment Tank)

Build by MackerelPye
Carrot Cudgel+ (+Def) A Sturdy Stance 2
Alternate: Fierce Stance 3
Reposition B Quick Riposte 3
Alternate: Vantage 3
Alternate: Sol
C Odd Atk Wave 3

Neutral (for true budget)

SAtk/Def Bond 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Weapon: Carrot Cudgel+ (+Def)

Assist: Reposition / Flexible

Special: Bonfire / Sol

Passive A: Sturdy Stance 2 / Fierce Stance 3 / Steady Stance 3

Passive B: Quick Riposte 3 / Quick Riposte 2

Passive C: Odd Atk Wave

Sacred Seal: Atk/Def Bond / Fierce Stance / Steady Stance

  • This is essentially a budget version of the first build for those who want a good build without spending too many resources on a random Tempest Trials unit.
  • While Bartre's default weapon and C slot skill remain and are more than good enough for general purposes, the other skills are comfortably available from 4 star-rarity units.
  • Sol is recommended for Tempest Trials if Bartre does not have another source of sustain present.
  • A more offensive variant of the build involving Fierce Stance in both the seal and A slot, as well as Vantage, is also potent as Bartre achieves an extremely high amount of attack on enemy initiation. 


Specialization in Attack and HP

Even in that tight and glorious bunny getup, Bartre's HP remains as high as ever and is exceptional amongst many infantry units to this day. The stat thus lends itself nicely to HP-reliant skills such as Panic skills and Infantry Pulse. Bartre's Attack also outdoes many units as well, allowing for at least decent damage output across any of his builds and heavy bunny-addled destruction on most things else.

Great Defense

Bartre's Defense lies at a solid and reliable value of 35, and it lends itself to nice scalable improvement depending on inherited skills like Sturdy Stance.

Infantry Perks

Being an infantry unit is practically a privilege in the game as Bartre is able to provide and benefit from a number of skills locked to this movement type. Infantry Pulse, Infantry Rush, Lull skills, Breath skills, and so much more (if you decide to go spicier than what this analysis provides) are on Bartre's menu if you are able to provide such tools.

Freely Available

This version of Bartre in all of his manly, carnal glory is available freely from his respective Tempest Trials event, and future iterations of him require alternative currency through Heroic Grails rather than Orbs.


Exploitable Speed and Resistance

While Bartre's HP, Defense, and Attack all lie at superb values for a free unit, increased BST and a rather tight bunny suit unfortunately couldn't save his Speed and Resistance to equitable levels. Said stats will be the main cause of many of Bartre's worst matchups if left uninvested, especially involving fast mages and dragonstone units.

Difficult Competition

Red sword infantry units are the most populous group in Fire Emblem Heroes at this time of writing, which may cause some team deployment issues. Although Bartre wins awards for exceptional physical tankability (a rarer category than "fast and offensive attacker"), this sort of niche role already has a few great existing contenders.

Summer Helbindi, for instance, sacrifices some Attack in exchange for superior defenses and access to Assets, and Itsuki is a generally more well-rounded choice with a unique weapon (resulting in less restrictive Coliseum scoring potential) and similar availability to Bartre. Líf also comes with insultingly similar stats, a prebuilt moveset consisting of exclusive skills that improve his tankability, and rotating summoning availability.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Carrot Cudgel

If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes unit's penalties to Atk/Def during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 10
Carrot Cudgel+

If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes unit's penalties to Atk/Def during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Push adjacent ally 2 spaces farther away.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Obstruct 1

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.)

Inheritable by all units.
Unlocks at 3 ★
Obstruct 2

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.)

Inheritable by all units.
Unlocks at 4 ★
Obstruct 3

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.)

Inheritable by all units.
Unlocks at 5 ★
Odd Atk Wave 1

At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 1 ★
Odd Atk Wave 2

At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 2 ★
Odd Atk Wave 3

At start of odd-numbered turns, grants Atk+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 4 ★

Other Info

Fire Emblem: The Binding Blade

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