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Valentine Rudolf

Analysis by lordhelpme
Valentine Rudolf - Emperor of Rigel

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
180
HP 46
ATK 43
SPD 21
DEF 41
RES 29

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 23 9 3 10 6
Middle 24 10 4 11 7
High 25 11 5 12 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 42 39 18 38 25
Middle 46 43 21 41 29
High 49 46 24 45 32

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.
HPATKSPDDEFRES

Skill Sets

Lord of a Dead Empire (Defensive Tank)

Build by lordhelpme
Recommended
Thorn Lance A Distant Counter
Pivot B Special Fighter 3
Sol C Pulse Smoke 3
Alternate: Def Smoke 3
IVs

+ATK or +DEF or +RES / -SPD

SMirror Stance 2
Alternate: Quick Riposte 3

Show Explanation/Analysis

Preferred IVs: +ATK or +DEF or +RES / -SPD
Weapon: Thorn Lance
Assist: Pivot / Flexible
Special: Sol / Noontime 
Passive A: Distant Counter 
Passive B: Special Fighter / Wrath
Passive C: Pulse Smoke / Def Smoke / Atk Smoke / Threaten Atk/Def / Flexible
Sacred Seal: Mirror Stance / Fierce Stance / Quick Riposte 

  • Rudolf’s min-maxed statline alongside the phenomenal defensive capabilities of his Thorn Lance allows him to shine as a defensive tank. Taking a +ATK IV is a great choice to activate his PRF more consistently and make healing Specials more effective, though +DEF or +RES IVs may be considered to supplement his raw bulk. 
  • With his native Special Fighter, Thorn Lance allows Rudolf to activate Sol on every counterattack in the Enemy Phase for vastly improved survivability; combining this with Distant Counter makes him quite effective at tanking damage from all enemy types. Noontime is also an option for its shorter cooldown, freeing his B slot for Wrath for greater OHKO potential. 
  • Smoke Skills synergize perfectly with a defensive playstyle. Pulse Smoke is ideal if Rudolf is to be used in Aether Raids to dismantle Infantry Pulse setups; otherwise, Def Smoke or Atk Smoke should be used to enhance his damage output and durability respectively. 
  • The Mirror Stance and Fierce Stance seals are excellent options to develop his key stats in the Enemy Phase, though the Quick Riposte seal is always a great defensive choice that ensures his follow-up attack for safety should he fail to OHKO.

Afterglow (Mixed Phase)

Build by lordhelpme
Thorn Lance A Distant Counter
Pivot B Bold Fighter 3
Bonfire C Armor March 3
Alternate: Def Smoke 3
IVs

+ATK / -SPD

SQuick Riposte 3

Show Explanation/Analysis

Preferred IVs: +ATK / -SPD
Weapon: Thorn Lance
Assist: Pivot / Flexible
Special: Bonfire 
Passive A: Distant Counter
Passive B: Bold Fighter
Passive C: Armor March / Threaten Atk/Def / Flexible
Sacred Seal: Quick Riposte

  • Rudolf can perform well with a standard mixed phase armor build as well. Since the focus of this set is his damage output, a +ATK IV is ideal. 
  • Pairing Bold Fighter with the Quick Riposte seal helps ensure Rudolf’s follow-up attack in both the Player Phase and Enemy Phase, allowing him to present a strong threat at all times. Distant Counter is highly recommended to leverage this attribute against a much wider breadth of opponents. 
  • Thanks to Thorn Lance’s built-in Slaying effect, Rudolf can safely take Bonfire as his chosen Special as it will activate in every round of combat, provided his opponent with a skill that slows Special activations like Guard. 
  • The C slot is mostly flexible here, with his native Threaten Atk/Def being a solid budget choice that provides enhanced damage output and durability with proper positioning. Armor March deserves a mention as it helps massively in improving Rudolf’s mobility, which is important for Player Phase combat.

Strengths

Thorn Lance

Rudolf’s exclusive weapon is simple but extremely powerful. By debuffing his opponent’s Attack and Defense stats on top of negating their follow-up attack under the proper conditions, this weapon allows the Emperor of Rigel to effortlessly deal and mitigate large sums of damage. The built-in Slaying effect only furthers Thorn Lance’s effectiveness. 

Exceptional Attack 

Rudolf’s base Attack stat is simply phenomenal, allowing him to easily take away chunks of enemy health with a single blow if not outright OHKO them. Furthermore, this quality makes Rudolf a particularly strong user of healing Specials for consistent sustain and pairs nicely with Thorn Lance’s effect. 

Excellent Mixed Bulk

With some of the best mixed bulk amongst his peers, Rudolf has no trouble in directly tanking sustained offensive pressure from all enemy types -- a trait only highlighted further by his ability to negate enemy follow-up attacks. 

Armor

As an armored unit, Rudolf boasts numerous key advantages: access to the immensely powerful Fighter skills (such as his native Special Fighter), class-exclusive buffs, and an ample boost to his BST. Altogether, these can prove greatly useful in solidifying his already good combat potential. 

Weaknesses

Effective Damage 

As a result of his armored status, Rudolf remains incredibly susceptible to most forms of armor-effective damage which can prove particularly detrimental to his ease of use given the increasing commonality of damage in the enemy team compositions. 

Poor Mobility

Rudolf’s inability to move more than one space at a time makes it incredibly difficult to utilize him for offensive play without the proper movement support, such as from Armor March, Ground Orders, and Guidance; however, this isn’t too much of an issue if equipped with a defensively oriented build. 

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
Thorn LanceAccelerates Special trigger (cooldown count-1). At start of combat, if unit's Atk > foe's Atk, inflicts Atk/Def-6 on foe during combat and foe cannot make a follow-up attack.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
BonfireBoosts damage dealt by 50% of unit's Def.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Special Fighter 1At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 1 ★
60
B
Special Fighter 2At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 2 ★
120
B
Special Fighter 3At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 4 ★
240
B
Threat. Atk/Def 1At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Def 2At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 4 ★
200
C
Threat. Atk/Def 3At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def+5 to unit for 1 turn and inflicts Atk/Def-5 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Echoes

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