- Default
- Attack
- Special
- Injured




Valentine's Greil - Heroic Exemplar |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 22 | 10 | 4 | 9 | 5 |
Middle | 23 | 11 | 5 | 10 | 6 |
High | 24 | 12 | 6 | 11 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 44 | 38 | 14 | 35 | 27 |
Middle | 47 | 41 | 18 | 38 | 30 |
High | 50 | 45 | 21 | 41 | 33 |
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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Assets
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+ATK: Greil boasts an unbelievably high base Attack of 41, but thanks to his 4-point Asset this can reach a staggering base 45 before skills. This allows Greil to deal incredible damage to enemy heroes, and threaten many OHKOs on a wide range of heroes. This is without a doubt Greil’s best Asset.
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+DEF: With a +DEF Asset, Greil’s Defense sits at a powerful base value of 41. This provides a great foundation for defensive builds, in addition to providing a huge damage boost from Special skills like Bonfire and Ignis.
Neutral
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HP: Greil’s HP is a valuable defensive asset, so this stat is best kept neutral.
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RES: Greil has a respectable base Resistance of 30, granting him reasonable mixed bulk. Though he falls short of Surtr when it comes to magical bulk, Greil’s solid Resistance allows him to take on dragon heroes and mages under the right conditions.
Flaws
- -SPD: Speed is Greil’s most useless stat. At base 18 with a 4-point Flaw, Greil is one of the slowest heroes in the game, though this is little issue as he has access to skills like Wary, Bold and Vengeful Fighter.
Skill Sets
Titan of Tellius (Mixed Phase Generalist)
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Slaying Axe+ (+Res) Alternate: Faithful Axe+ (+Res) |
A | Distant Counter |
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Swap | B | Bold Fighter 3 |
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Aether Alternate: Bonfire |
C | Even Atk Wave 3 Alternate: Ward Armor |
IVs | S | Quick Riposte 3 |
- Preferred IV: +ATK / -SPD
- Weapon: Slaying Axe+ (+Res) / Faithful Axe+ (+Res)
- Assist: Swap / Flexible
- Special: Aether / Bonfire / Ignis
- Passive A: Distant Counter / Def/Res Solo / Fury
- Passive B: Bold Fighter
- Passive C: Even Attack Wave / Armor March / Ward Armor / Flexible
- Sacred Seal: Quick Riposte
This build is a catch-all hybrid build to ensure that Greil can make follow-up attacks during any phase at any range. A +ATK Asset is therefore crucial, as the 4-point Asset will grant a great deal of extra damage from Greil’s attacks. His weapon is more debatable: a Slaying Axe+ with a +Res forge pushes Greil’s base defenses to an impressive spread of 38/34, while allowing him to charge his Special more quickly. This makes it the best choice if Greil is fighting without a dedicated ally, but if he is alongside an armored ally providing an Armor March buff, the Faithful Axe+ may provide more value. The latter axe is also the preferred option if you plan to use Greil more defensively.
Aether provides Greil with the means to recover his HP, allowing him to fight for longer and maintain the Quick Riposte effect. For greater damage, Bonfire and Ignis provide a huge damage boost on a shorter cooldown, so this may be the more preferable option if Greil is deployed alongside a healer. Bold Fighter and Quick Riposte are both self-explanatory.
Even Attack Wave provides a periodic Attack boost that can greatly improve Greil’s damage output, but this effect can be provided by an ally. Armor March improves his movement alongside an armored ally, but similarly this can be used by Greil’s partner. Besides these two options, Greil’s C slot is flexible, though Ward Armor is a cheap and effective choice.
Divine Knight of Daein (Enemy Phase Defense)
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Faithful Axe+ (+Res) Alternate: Faithful Axe+ (+Atk) |
A | Distant Counter Alternate: Fury 4 |
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Swap | B | Special Fighter 3 Alternate: Quick Riposte 3 |
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Aether Alternate: Bonfire |
C | Ward Armor |
IVs | S | Quick Riposte 3 |
- Preferred IV: +ATK / -SPD
- Weapon: Faithful Axe+ (+Res) / Faithful Axe+ (+Atk)
- Assist: Swap / Flexible
- Special: Aether / Bonfire / Ignis
- Passive A: Distant Counter
- Passive B: Special Fighter / Vengeful Fighter / Quick Riposte
- Passive C: Ward Armor / Flexible
- Sacred Seal: Quick Riposte / Atk/Def Bond / Fierce Stance
Greil’s stellar Attack stat and strong defensive spread makes an Enemy Phase build the obvious choice. The Faithful Axe complements this playstyle superbly, allowing Greil to easily acquire an extra +3 to all combat stats, in addition to the +4 Resistance from the refinement. +Res serves to level out Greil’s defensive stats and improve his magical bulk, but +Atk or +Def are also acceptable refinements. +ATK is the natural choice for an Asset.
Distant Counter allows Greil to retaliate against ranged heroes, making it the clear choice for an A slot skill. Special Fighter provides a great offensive and defensive boost, and complements Quick Riposte very nicely. If Special Fighter is unavailable, Vengeful Fighter or Quick Riposte should be run in the B slot instead, freeing the Sacred Seal slot for a strong defensive skill like Atk/Def Bond or Fierce Stance.
As Greil will likely be among armored allies with this build, Ward Armor is a fine choice for a C slot. Otherwise, this skill is flexible and should be chosen to fit the needs of Greil’s team.
Introduction
Father to Ike and Mist, Valentine’s Greil makes his debut as a powerful axe-wielding armored hero. Though he faces heavy competition in this role, Greil stands out thanks to his incredible base stats: 41 Attack with a 4-point Asset grants Greil an unbelievably high Attack stat, whereas his impressive defensive spread of 38/30 and a HP pool of 47 grant respectable bulk as well. Greil’s Speed is where his BST falls short, sitting at a measly base 18. This is of little concern however, as his armored class gives him access to powerful B slot skills that negate the need for Speed.
Greil is also the first wielder of the Faithful Axe+: an inheritable weapon that grants a +3 to all combat stats when adjacent to an ally. While not as powerful as the unique weapons of other competitors, this axe offers a solid alternative to a Slaying Axe+ that grants a hefty combat boost with an easy to meet requirement. As an armored hero with solid stats across the board, Greil benefits from all but one of these stat boosts.
Greil has a multitude of strengths, but his weaknesses are also apparent and ultimately nothing new among armored heroes: his awful Speed leaves him vulnerable to follow-up attacks from almost any hero in the game, or alternatively it makes him reliant on Wary Fighter. In addition, his limited movement stifles his offensive potential, though this can be remedied through Armor March or the Armored Boots Sacred Seal.
Ultimately, though Greil faces some competition for his role and shares a few common weaknesses, he boasts bewildering strength and solid defensive prowess, making him a more than formidable hero.
“Think you can defeat me? Heh. What a fool. Come try me!”
Greil, Fire Emblem: Path of Radiance
Strengths
Incredible Attack
Gone are the days when heroes would cherish an Attack stat in the high 30s: Greil blows many heroes out of the water with a base Attack of 41 and a +ATK value of 45. Naturally, Greil can deal overwhelming damage after accounting for his weapon, skills and other bonuses.
Fantastic Defensive Stats
With a base HP stat of 47, Defense of 38 and Resistance of 30, Greil is more than able to take a solid hit. These defensive stats allow Greil to take on physical and magical attacks with reasonable success, and provide a hefty damage boost to Defense based Special skills.
Access to Armor Skills
As an Armored hero, Greil has access to a variety of crucial skills including Wary Fighter and Bold Fighter. These infamous skills circumvent Greil’s poor Speed stat and transform him into a powerful threat capable of multiple attacks, or a defensive powerhouse who can mitigate enemy follow-up attacks.
Weaknesses
Pitiful Speed
Greil’s base Speed of 18 is among the lowest of all heroes, especially considering his 4-point Flaw. With such a low Speed stat, Greil must rely on his skills to make and avoid follow-up attacks.
Lack of PRF Weapon
While many of Greil’s competitors such as Legendary Hector, Surtr and Brave Ephraim all possess powerful unique weapons, Greil does not. While he can still make great use of other weapons available, this is one of his greater drawbacks.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Inheritable by Axe users only.
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50 | 1 | 6 |
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Inheritable by Axe users only.
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100 | 1 | 8 |
![]() If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Inheritable by Axe users only.
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200 | 1 | 10 |
![]() If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat. Learns by default at 5 ★ Unlocks at 5 ★
Inheritable by Axe users only.
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300 | 1 | 14 |
Available Rearmed Weapons |
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Arcane Downfall (+Def) |
Arcane Downfall (+Res) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Special Skills
Special Skills | SP | Turns |
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![]() Resolve combat as if foe suffered Def/Res-30%
Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Resolve combat as if foe suffered Def/Res-50%
Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Resolve combat as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt. Learns by default at 5 ★ Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
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500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.
Non-inheritable by Staff-wielding units.
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50 | A |
![]() Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.
Non-inheritable by Staff-wielding units.
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100 | A |
![]() Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.
Non-inheritable by Staff-wielding units.
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200 | A |
![]() Grants Atk/Spd/Def/Res+4. Unit takes 8 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack.
Only inheritable by armor units.
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60 | B |
![]() If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack.
Only inheritable by armor units.
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120 | B |
![]() If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack.
Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
![]() If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
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60 | C |
![]() If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
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120 | C |
![]() If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Path of Radiance
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