Analysis by Naz
Travant - King of Thracia

Hero Stats

Max Avg Total Stats at Lvl 40
HP 46
ATK 36
SPD 26
DEF 40
RES 18

Stat Variations

Level 1 Stat Variation
Low 19 7 6 9 4
Middle 20 8 7 10 5
High 21 9 8 11 6

Level 40 Stat Variations
Low 43 33 23 37 14
Middle 46 36 26 40 18
High 49 39 30 44 21

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.

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

Skill Sets

I left Gungnir at home (Defensive)

Build by Naz
Vanguard+ (+Def)
Alternate: Slaying Lance+ (+Def)
A Steady Stance (3 or 4)
Alternate: Atk/Def Bond 3
Reposition B Quick Riposte 3
Alternate: Guard 3
Alternate: Ignis
C Def Smoke 3
Alternate: Flier Guidance 3

+ATK or +DEF 

SAtk/Def Bond 3
Alternate: Steady Stance 3

Show Explanation/Analysis

Weapon: Vanguard+ (+Def) / Slaying Lance+ (+Def)

  • This set focuses primarily on combat during the Enemy Phase by playing to Travant’s key stats in Attack and Defense.

  • A Def-refined Vanguard lance pushes Travant’s physical bulk to new heights by not only giving a flat boost of +4 Def and +5 HP, but also granting an additional +7 Defense when initiated on for a total of +16 physical bulk during the Enemy Phase.  

  • Trading some physical bulk for more damage, a Slaying Lance also makes for a great choice of weapon by allowing Travant to activate his Special more frequently. 

Assist: Reposition

Special: Bonfire / Ignis

  • Both Bonfire and Ignis make for very strong and consistent choices of Special thanks to Travant’s exceptional Defense stat. 

Passive A: Steady Stance 4 / Atk/Def Bond

  • Steady Stance gives Travant yet another massive boost to his Defense when initiated on as well as the effect of Guard. This boosts his survivability by further boosting his physical bulk as well as preventing his opponents from activating their Specials

  • Despite lacking the Guard effect, Atk/Def Bond makes for a solid alternative by granting a strong boost to Travant’s Attack and Defense when adjacent to an ally.

Passive B: Quick Riposte / Guard

  • Quick Riposte is essential for Travant, as he is reliant on it to perform follow-up attacks in the Enemy Phase.

  • Assuming Travant is not running Steady Stand in his A slot, one can also choose to move Quick Riposte to the seal slot in favor of running Guard as his B skill. Guard can greatly reduce the damage taken by preventing Travant’s opponent from activating their Special. 

Passive C: Smoke Skills / Flier Guidance / Flexible 

  • Smoke skills such as Atk Smoke and/or Def Smoke are a great choice for Travant as a standalone unit. By reducing the damage and/or physical bulk of opponents around him after combat, any affected targets that initiate on him afterward will deal even less damage or get hit even harder.

  • Travant’s native Flier Guidance makes for a solid movement support option by allowing nearby allies to move adjacent to Travant. 

  • Otherwise, the C slot can be replaced as needed to suit the team. 

Sacred Seal: Atk/Def Bond / Steady Stance / Quick Riposte / Smoke Skills

  • Having Atk/Def Bond in the Sacred Seal slot suits this Enemy Phase-oriented playstyle well by granting Travant an additional +5 to his Atk and Def when adjacent to a teammate. 

  • Similarly, Steady Stance gives an extra +6 Defense against any opponent that initiates on Travant. 

  • If not already utilized in their respective slots, both Quick Riposte and Atk Smoke can also be run in the Sacred Seal slot.

Rabid Hyena (Offensive)

Build by Naz
Brave Lance+ A Sturdy Impact
Alternate: Death Blow (3 or 4)
Reposition B Chill Def 3
Alternate: Moonbow
C Rouse Atk/Def 3
Alternate: Flier Guidance 3


SSturdy Blow 2
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Brave Lance+

Assist: Reposition

Special: Bonfire / Moonbow

  • The choice between Bonfire and Moonbow is dependant on if you choose to run Heavy Blade in your Sacred Seal slot. When combined with Heavy Blade, Moonbow will activate every single round of combat on the second hit while Bonfire will activate every other round of combat regardless.

Passive A: Sturdy Impact / Death Blow

  • Sturdy Impact is a phenomenal Player Phase skill and the best option for Travant’s A slot. Not only does it grant Travant a sizable boost to his Attack as well as an obscene boost to her Defense when initiating, but it also prevents his opponent from making any kind of follow-up attack in retaliation. This includes enemies with higher Speed or those that run skills such as Quick Riposte and Vengeful Fighter.

  • If the former is unavailable, Death Blow is the best alternative option by providing Travant with a strong boost to just his Attack

Passive B: Chill Def 

  • Chill Def is a great choice of B slot, as its debuff support allows Travant and his teammates to do more damage against the affected target.

Passive C: Atk/Def Rouse / Flier Guidance / Flexible 

  • Atk/Def Rouse is a strong self-sufficient option for Travant by boosting his key stats in Attack and Defense at the start of turn when not adjacent to any teammates. 

Sacred Seal: Sturdy Blow / Heavy Blade

  • Sturdy Blow further boosts Travant’s damage as well as physical bulk when initiating.

  • Heavy Blade is another great choice of Sacred Seal with this set thanks to the Special cooldown acceleration it provides, particularly when using Specials with a cooldown of 2 such as Moonbow.

Desert Massacre (Thematic/Joke)


Incredible Physical Bulk

Travant’s standout 86 physical bulk makes him a great physical tank as well as an effective user of Defense-scaling Specials such as Bonfire and Ignis.

Great Attack

With a solid base value of 36, Travant hits hard with his raw Attack alone. This makes him a suitable choice for an offensive Brave Lance build.


In addition to his superior mobility, Travant has access to class-exclusive buffs such as Hone Fliers as well as unique movement options such as Acrobatics.


Very Poor Resistance

Having a measly 18 Resistance at base, Travant will often take significant damage from magical attacks.

Vulnerable to Effective Damage

Due to his status as a flier, Travant will take greatly increased damage from units with effective damage against him such as archers.

Lacking any unique qualities

Correct me if I’m wrong, but I don’t remember Silver Lance+ being the iconic weapon that Travant carried in Genealogy of the Holy War. Without any personal weapon or skills, Travant has little that makes him stand out in the growing assortment of generic lance fliers. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Silver Lance+
Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 15
Thracia Kinglance

Neutralizes "effective against flying" bonuses. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit, inflicts Atk-X on foe (X = 15% of unit's Def at start of combat), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4

Boosts damage dealt by 80% of unit's Def.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Vantage 1

Unit counterattacks first when attacked at HP ≤ 25%

Inheritable by all units.
Unlocks at 1 ★
Vantage 2

Unit counterattacks first when attacked at HP ≤ 50%

Inheritable by all units.
Unlocks at 2 ★
Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%

Inheritable by all units.
Unlocks at 4 ★
Flier Guidance 1

If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit.

Only inheritable by flier units.
Unlocks at 3 ★
Flier Guidance 2

If unit's HP ≥ 50% HP, flying allies within 2 spaces can move to a space adjacent to unit.

Only inheritable by flier units.
Unlocks at 4 ★
Flier Guidance 3

Flying allies within 2 spaces can move to a space adjacent to unit.

Only inheritable by flier units.
Unlocks at 5 ★

Other Info

Fire Emblem: Genealogy of the Holy War

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