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Valentine's Gustav

Analysis by Wecondo12
Valentine's Gustav - Majestic Love

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
185
HP 49
ATK 41
SPD 18
DEF 46
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 20 10 4 12 6
Middle 21 11 5 13 7
High 22 12 6 14 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 46 38 14 42 28
Middle 49 41 18 46 31
High 52 45 21 49 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.
HPATKSPDDEFRES

Skill Sets

Please Don’t S support my wife. (Defense)

Build by Wecondo12
Recommended
Loyalist Axe A Close Def 4
Alternate: Sturdy Stance 3
Positional Assist B Crafty Fighter 3
Alternate: Slick Fighter 3
Sol
Alternate: Bonfire
C D/R Near Save 3
IVs

+RES or +DEF or +ATK / -SPD

SMirror Stance 2
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Loyalist Axe

Assist: Positional Assist / Preference

Special: Sol / Bonfire

Passive A: Close Def / Sturdy Stance 3

Passive B: Slick Fighter 3 / Crafty Fighter 3

Passive C:  D/R Near Save / Preference

Sacred Seal: Mirror Stance / Sturdy Stance / Fierce Stance / Mystic Boost

  • To the surprise of nobody, Gustav makes his playable debut in Fire Emblem Heroes as a seasonal armored axe unit(why can’t we have more good axe cavaliers IS). His statline is quite similar to standout axe armors like Brave Edelgard, and he carries a solid exclusive weapon as well, making him a decent choice among axe armors. Valentine’s Gustav is incredibly difficult to merge due to his status as a shared focus seasonal, however.
  • Gustav’s exclusive weapon grants him the Slaying effect, in addition to reducing the foe’s Attack and Defense if they initiate combat or their HP is above 75%. It also has an upgraded Courtly Candle effect built in, which combined with Gustav’s already great bulk gives him excellent staying power.
  • Gustav’s incredible Attack and Defense and low Speed means that an Enemy Phase build is a natural fit for him. A healing special and Distant Counter are fairly standard for AR based Enemy Phase units, but a damage Special can be used in place of a healing special provided Gustav has a healer teammate or the Mystic Boost sacred seal.
  • Slick Fighter gives Gustav guaranteed follow-up attacks while negating debuffs, allowing him to essentially ignore them while tanking foes as long as his remaining HP is 25% or higher. Gustav’s innate Crafty Fighter is also a solid choice, granting him guaranteed follow-up attacks and the Guard effect, which gives him added protection against special reliant units, although he still has to watch out for precharged special users such as Lysithea.
  • Pulse Smoke gives Gustav further protection against enemy specials by increasing the foe’s special cooldown by 1 after combat. Gustav’s Innate D/R Near Save is also a great choice, as it allows him to protect frailer allies from melee foes attacks, as long as he’s within 2 spaces of them.
  • Finally, aside from the Mystic Boost sacred seal, other standard defensive sacred seals such as Mirror Stance are good options.

Or Else... (Offense)

Build by Wecondo12
Loyalist Axe A Death Blow 4
Positional Assist B Bold Fighter 3
Alternate: Special Spiral 3
Bonfire
Alternate: Galeforce
C Pulse Smoke 3
Alternate: Armor March 3
IVs

+ATK / -SPD

SDeath Blow 3

Show Explanation/Analysis

Weapon: Loyalist Axe

Assist: Positional Assist / Preference

Special: Bonfire / Galeforce

Passive A: Death Blow 4

Passive B: Bold Fighter / Special Spiral

Passive C: Pulse Smoke / Armor March / Preference

Sacred Seal: Death Blow

  • Gustav’s incredible Attack also lends itself well to a player phase build, helped by his access to Bold Fighter, which grants him guaranteed follow-up attacks and +1 Special Cooldown per attack, giving him quick access to his specials coupled with his exclusive weapon’s slaying effect. Special Spiral can also be an extremely effective option on Valentine's Gustav by virtue of his exclusive weapon's damage reduction, as once Spiral is charged, he can retaliate with an extremely powerful Bonfire before the foe gets a chance to get in a 2nd hit.
  • Death Blow is Gustav’s offensive A slot option, giving him even more Attack during Player Phase with no downside, which can be stacked even further with the Death Blow sacred seal.
  • Thanks to the Loyalist Axe and Bold Fighter, Gustav can trigger Bonfire every round of combat, and even if the foe has Guard, he’ll still have it charged for his next round of combat. Gustav can also use Galeforce, although this will require additional support in the form of Armored allies and Armor March.
  • Pulse Smoke and Armor March are great C slot options for safety after combat and mobility respectively, but they can be substituted for a C slot of one’s choosing according to the team’s needs.

Strengths

Great Statline

Aside from Speed, Gustav’s stats are incredible, sporting an enormous 49 HP, 41 base Attack and 46 base Defense, as well as a reasonable 31 base Resistance.

Armored

Gustav’s status as an armored unit gives him access to the powerful fighter skills, as well as class exclusive buffs such as Goad Armor.

Loyalist Axe

Gustav’s Loyalist Axe is very powerful, granting him Stat reduction, an accelerated Special cooldown, and an upgraded version of the Courtly weapons damage reduction all in one, all of which adds greatly to his staying power and damage output.

Weaknesses

Terrible Speed

Gustav’s terrible Speed means that most foes will be able to perform follow-up Attacks against him naturally, although his exclusive weapon mitigates this issue to some extent. His low Speed will also work against him greatly when faced with Spurn users such as Mareeta and Shannan.
 

Armored Weaknesses

Gustav’s status as an Armor does come with it’s fair share of weaknesses, namely low movement, which hampers his effectiveness in an offensive role, and Armored effective weaponry, which can damage Gustav significantly, especially if it's magic based due to his middling Resistance.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Inheritable by Axe users only.
200 1 11
Loyalist Axe

 Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 75%.

Learns by default 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 ★
Non-inheritable by Staff-wielding units.
100 4
Ignis

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
Close Def 1

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Close Def 2

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Close Def 3

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Close Def 4

If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Crafty Fighter 1

If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack 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
Crafty Fighter 2

If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack 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
Crafty Fighter 3

If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack 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
D/R Near Save 1

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Def/Res+1 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

Only inheritable by armor units.
Unlocks at 3 ★
100
C
D/R Near Save 2

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Def/Res+2 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

Only inheritable by armor units.
Unlocks at 4 ★
200
C
D/R Near Save 3

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.  If unit triggers Savior, grants Def/Res+4 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

Only inheritable by armor units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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