- Default
- Attack
- Special
- Injured




Valentine's Alfonse - Uplifting Love |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 20 | 7 | 5 | 8 | 8 |
Middle | 21 | 8 | 6 | 9 | 9 |
High | 22 | 9 | 7 | 10 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 35 | 22 | 34 | 27 |
Middle | 43 | 38 | 25 | 37 | 31 |
High | 46 | 42 | 29 | 40 | 34 |
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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Skill Sets
The power of friendship! (Superunit)
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Plegian Torch+ (+Def) Alternate: Amity Blooms+ (+Res) |
A | Close Foil Alternate: Close Counter |
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Positional Assist | B | Slick Fighter 3 |
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Noontime Alternate: Sol |
C | Atk Smoke 3 Alternate: Pulse Smoke 3 |
IVs | +ATK or +DEF or +RES / -SPD | S | Atk/Def Solo 3 Alternate: Mystic Boost 3 |
Weapon: Plegian Torch+ (+DEF) / Amity Blooms+ (+RES)
Assist: Positional Assist
Special: Noontime / Sol / Bonfire
Passive A: Close Foil / Close Counter
Passive B: Slick Fighter
Passive C: Atk Smoke / Pulse Smoke / Res Smoke
Sacred Seal: Atk/Def Solo / Mystic Boost
- With 38 Attack, 37 Defense, and 31 Resistance, Alfonse can become a great superunit whose role is to survive against (and ideally KO) several enemies in one Enemy Phase. His ability to wield Green Tomes enhances this as well; Plegian Torch and Amity Blooms are both excellent weapons for increased bulk, damage output, and/or sustainability via healing.
- Plegian Torch inflicts an Attack and Resistance penalty to enemies during combat if Alfonse is not adjacent to an ally. The penalty is calculated as 5 + the enemy’s visible debuff in Attack or Resistance; for example, if the enemy has a -5 Attack debuff and -4 Resistance debuff, Plegian Torch would inflict -10 Attack and -9 Resistance during combat, effectively doubling the visible debuff. With -7 Attack and Resistance debuffs inflicted through his allies and/or his C slot, Alfonse effectively gains +19 Atk/Def/Res, making its potential immense.
- Amity Blooms inflicts -5 Atk/Res on the enemy during combat if Alfonse is within 2 spaces of an ally. In addition, Alfonse recovers 4 HP every time he attacks, so this weapon grants Alfonse increased damage, bulk, and healing.
- Which Special Alfonse uses depends on multiple factors: which weapon he uses, whether he has a way to accelerate his Special charge (specifically through New Year Velouria’s Renewed Fang), and whether the player prefers healing or damage. Noontime works best with New Year Velouria because Alfonse can activate it on his first counterattack, while Sol and Bonfire work better if Alfonse does not have Velouria. Since they both have 3 cooldown, Alfonse will be able to activate them on his second counterattack. Alternatively, if Alfonse KOs on his first counterattack, their cooldown will be at 1, and after he receives another attack, he will be able to activate them on his first counterattack instead.
- This decision is similar for Alfonse’s Sacred Seal. Atk/Def Solo grants Alfonse +6 Atk/Def during combat if he is not adjacent to an ally, while Mystic Boost nullifies effects that target the lower of his Defense and Resistance and heals him for 6 HP after combat.
- Close Foil is vital for any ranged superunit, as it allows them to counterattack against weapon type except Dragons. Close Foil trades the ability to counterattack against Dragons for +5 Atk/Def when the enemy initiates combat, which is worthwhile given that Dragons are not particularly common or threatening in Aether Raids Defense.
- Granting a guaranteed follow-up attack and neutralizing Alfonse’s penalties if his HP is ≥ 25% and the enemy initiates combat, Slick Fighter is the premier choice for any Enemy Phase Armored unit. With the myriad of debuffs in Aether Raids, penalty neutralization is more valuable than ever, and a guaranteed follow-up counterattack is great given Alfonse’s unwieldy 25 Speed.
- If Alfonse is using Plegian Torch, having an ally that can inflict Attack or Resistance debuffs without having to participate in combat is vital; whichever stat they lack, Alfonse should use that stat’s Smoke skill. Atk Smoke is still a great option for an Amity Blooms set, as -7 Attack to enemies within 2 spaces of the target after combat can easily turn the tables, but Pulse Smoke’s +1 Special cooldown infliction on the target and enemies within 2 spaces after combat is fantastic as well. Pulse Smoke shuts down common Infantry Pulse Aether Raids Defense teams that rely on pre-charged Specials to blast through enemies’ defensive stats.
Searching for Sharena (Offensive)
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Gronnblade+ Alternate: Amity Blooms+ (+Atk) |
A | Death Blow (3 or 4) Alternate: Atk/Def Solo (3 or 4) |
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Positional Assist | B | Bold Fighter 3 |
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Glimmer Alternate: Bonfire |
C | Armor March 3 Alternate: Joint Drive Atk |
IVs | +ATK / -SPD | S | Death Blow 3 Alternate: Atk/Def Solo 3 |
Weapon: Gronnblade+ / Amity Blooms+ (+ATK)
Assist: Positional Assist
Special: Glimmer / Bonfire / Draconic Aura
Passive A: Death Blow (3 or 4) / Atk/Def Solo (3 or 4)
Passive B: Bold Fighter
Passive C: Armor March / Joint Drive Atk / Res Smoke
Sacred Seal: Death Blow / Atk/Def Solo / Armored Boots
- With the help of Bold Fighter, a B slot that grants Alfonse a guaranteed follow-up attack when he initiates, he can become a potent Player Phase unit. Gronnblade grants Alfonse the highest damage ceiling, as it grants bonus Attack during combat equal to the sum of his visible buffs. However, with Panic, Lulls, and other forms of buff negation being quite common, he can settle for his native Amity Blooms instead. This is not to say that Amity Blooms is weak, as inflicting -5 Atk/Res to the enemy and recovering 4 HP every time Alfonse attacks if an ally is within 2 spaces is still strong, but the damage ceiling is much lower.
- For his Special, Glimmer works wonders because its +50% damage on activation scales with Gronnblade’s bonus Attack. Even if Alfonse is using Amity Blooms, Bold Fighter’s +1 Special charge every time Alfonse attacks allows him to activate Glimmer on his follow-up attack even if the enemy cannot counterattack. If Glimmer feels too inconsistent or variable, Bonfire or Draconic Aura can be used with Amity Blooms instead; while their 3 cooldown requires the enemy to counterattack for Alfonse to activate them on his follow-up attack, the bonus damage they grant is much more stable and reliable.
- Alfonse’s A and S slots are dedicated to maximizing his damage output. Death Blow and Atk/Def Solo are strong options for both slots; the former grants an Attack bonus on initiation, while the latter grants both an Attack and Defense bonus if Alfonse is not adjacent to an ally.
- Which C slot to use is dependent on the rest of his team. If an Armored ally has Armor March or a Flying ally has Guidance or Ground Orders, offensive C slots such as Joint Drive Atk and Res Smoke can further bolster his damage output. The former grants Attack +4 to Alfonse and allies within 2 spaces, while the latter inflicts -7 Res to enemies within 2 spaces of the target after combat. However, if Alfonse’s allies have no way to increase his movement and/or mobility, Armor March and Armored Boots are important, as Player Phase units value movement because it allows them to attack enemies further away.
Strengths
Excellent Attack
With 38 Attack, Alfonse is able to dish out high amounts of damage, especially with the assistance of skills that grant guaranteed follow-up attacks.
Great overall bulk
43 HP, 37 Defense, and 31 Resistance sums to an excellent 79 physical bulk and strong 73 magical bulk. Great defensive stats help in 3 ways:
- Most obviously, they allow Alfonse to potentially survive several rounds of combat.
- On a more supportive note, he can soak Chill Def, Chill Res, and the Dark Shrine in Aether Raids.
- Specials like Bonfire allow Alfonse to convert his defensive prowess into offensive burst damage.
Armored advantages
Thanks to his Armored status, Alfonse has access to several skills that augment his damage output and/or bulk via guaranteed follow-up attacks, additional Special charge, and/or inflicting additional Special cooldown on enemies; these include Bold Fighter, Special Fighter, and Slick Fighter. The latter is especially helpful because it also neutralizes penalties, which is crucial given the ubiquity of visible debuffs in Aether Raids.
Flexible
High Attack and defensive stats, in tandem with strong Armored-exclusively skills, allow Alfonse to play a variety of roles well, including superunit and offensive roles.
Weaknesses
Awkward Speed
One of Alfonse’s biggest weaknesses is his awkward 25 Speed. Not only is 25 not nearly enough to consistently perform or avoid natural follow-up attacks without immense investment, but it also takes more stat points away from his other stats than it should. To put it into perspective, despite having 13 more BST, Valentine’s Alfonse only has 2 more HP, 2 more Defense, and 1 more Resistance than New Year Alfonse because the other 8 stat points go into his Speed, which he might not use very frequently.
Armored drawbacks
Movement and effective damage are both issues that Alfonse faces because of his status as an Armored unit.
- In order to move more than 1 space per turn, Alfonse needs skills like Armored Boots, Armor March, Guidance, and Ground Orders.
- While Alfonse’s bulk is impressive, Armor-effective weapons such as Thani can burst through his bulk because they deal 1.5x damage to Armored units.
Lacks personal skills
Unfortunately, the demote curse of having no personal skills continues with Alfonse. Because of this, he can struggle to stand out amongst his Green Mage peers; while Halloween Henry is his only Armored Green Mage competition, his much higher Speed allows him to perform without being as reliant on skills like Bold Fighter and Vengeful Fighter. Infantry Green Mages with unique personal weapons such as Asbel, Thrasir, Young Merric, and Legendary Celica all outshine Alfonse offensively, and with Brave Hector being so prevalent, lacking access to Null Follow-Up is detrimental.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Green Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★
Green Tome Users Only
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100 | 2 | 6 |
![]() If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.) Learns by default at 4 ★ Unlocks at 3 ★
Green Tome Users Only
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200 | 2 | 8 |
![]() If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.) Learns by default at 5 ★ Unlocks at 5 ★
Green Tome Users Only
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300 | 2 | 12 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces; max 3).
Inheritable by all units.
Unlocks at 1 ★ |
60 | A |
![]() If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5).
Inheritable by all units.
Unlocks at 2 ★ |
120 | A |
![]() If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 3 ★ |
60 | B |
![]() If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 4 ★ |
120 | B |
![]() If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Fire Emblem Heroes
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