Community Posts with Keyword Valter All
Analysis by raelet
Valter - Dark Moonstone

Hero Stats

Max Avg Total Stats at Lvl 40
HP 42
ATK 32
SPD 31
DEF 34
RES 19

Stat Variations

Level 1 Stat Variation
Middle 18 8 9 8 4

Level 40 Stat Variations
Middle 42 32 31 34 19

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 has no access to IVs.

Skill Sets

The Bloodied Berserker

Build by
Cursed Lance A Brazen Atk/Def 3
Alternate: Brazen Atk/Spd 3
Reposition B Vantage 3
Alternate: Desperation 3
Alternate: Ignis
C Odd Def Wave 3
Alternate: Threaten Def 3
IVsSBrazen Atk/Res 3

Show Explanation/Analysis
  • Preferred IV: None
  • Weapon: Cursed Lance
  • Assist: Reposition
  • Special: Bonfire / Ignis
  • Passive A: Brazen Atk/Def / Brazen Atk/Spd / Fury / Death Blow
  • Passive B: Vantage / Desperation
  • Passive C: Odd Def Wave / Threaten Def
  • Sacred Seal: Brazen Atk/Def / Brash Assault / Close Defense

Valter’s playstyle is simple: engage in combat, use his decent bulk to survive, and then use the resulting damage (both from combat and self-inflicted through his Cursed Lance) to activate low HP threshold skills, which allow him to clean up the enemy team.

Valter is a fantastic unit to run double Brazen skills on, as they will activate even if he takes a mere 4 damage in combat (and if he takes 6 damage, he will be in Vantage range). Because the threshold is so easy to reach because of his Cursed Lance self-damage, Valter can attack a relatively harmless sword unit in order to take the necessary damage. Once his HP hits the threshold for Brazen, he gains an effective +14 Attack and +7 Defense/Resistance, which ends with 64 Attack and 41/26 Defense/Resistance.

If Valter can double during his Player Phase attack, he will unleash a fairly lethal 17 damage Bonfire- if he doesn’t double and is knocked down to 75% HP (which again, only needs the enemy to do 6 points of damage), his Bonfire damage increases to 24, and he gets put into Vantage range, allowing him to strike first in Enemy Phase with a whopping 88 damage attack.

This is without factoring in any buffs or his own C slot, which can further increase his Defense an additional 6 points and subsequently improve his Bonfire damage by 3. If Odd Def Wave is used in his C slot, Valter can self-buff his Defense to 47 which makes him difficult to take down, even with his diminishing HP bulk.

Ignis is another option for his Special, and generally best used if he can secure doubles- such as if he’s being run with Hone Fliers. If he can double during Player Phase with Ignis, then it will be primed during the Enemy Phase, where he can use Vantage to hit his opponent with a base 97 damage attack. Unlike many other Slaying Lance units, it’s unwise to run Valter with Quick Riposte, as he may quickly fall beneath the HP threshold for the skill without a way to recover his HP.

Desperation is another option, and perhaps best paired with Brazen Atk/Spd- though you may also use Brash Assault (which has a 50% HP requirement, meaning Valter must be at 21 or less HP to proc) in his Seal slot if you’re worried about him being unable to match the Speed requirements to double. If you are combining Desperation in his B slot with Brash Assault in his seal slot, you might as well run Death Blow for guaranteed additional damage, as Brash Assault will guarantee his doubles regardless.

Finally, there’s Fury, which is more of a budget option, though all of its benefits are available from the first combat, granting Valter an impressive stat spread of 42/53/36/37/22 at the drastic cost of -10 HP per combat. Using Fury, Valter can circumvent any need to take damage from the enemy during his first combat and can instead achieve Brazen, Desperation, or Vantage range after his first combat from self-damage alone. This is very helpful if you want to use Valter to take down an enemy ranged unit (where he will take no damage during his Attack) and then leave him in enemy range where all of his HP threshold skills are active.

The Unbreakable Moonstone

Build by
Reprisal Lance+ (+Def)
Alternate: Tannenboom!+ (+Def)
A Atk/Def Bond 3
Alternate: Steady Stance 4
Reposition B Quick Riposte 3
Alternate: Renewal 3
Alternate: Glimmer
C Odd Def Wave 3
Alternate: Goad Fliers
IVsSAtk/Def Bond 3

Show Explanation/Analysis
  • Preferred IV: None
  • Weapon: Reprisal Lance (+Def) / Tannenboom! (+Def)
  • Assist: Reposition
  • Special: Bonfire / Glimmer / Ignis
  • Passive A: Atk/Def Bond / Steady Stance
  • Passive B: Quick Riposte / Renewal
  • Passive C: Odd Def Wave / Goad Fliers
  • Sacred Seal: Atk/Def Bond / Close Defense / Quick Riposte

With this set, Valter abandons his Cursed Lance in order to find a much more sustainable build, which still offers a fearsome amount of firepower at less cost to himself. This set operates almost entirely in the Enemy Phase, where Valter can take advantage of his inherited lance’s stat boosts as well as position himself for his Bond skills to activate.

When looking at Cursed Lance vs Reprisal Lance, Valter essentially trades -1 Special Cooldown and the flexibility to attack in Player Phase for +2 Attack and the ability to choose an additional stat refine (in our case, +4 Defense, though if using a Speed refine he gains a net +1 Speed over Cursed Lance) and much more sustain, as he will no longer do self-damage. With the Tannenboom!, Valter trades -1 Special Cooldown and the flexibility to attack in Player Phase for -2/+0/+2/+2 and the option to refine in any stat.

Either of these trades can make him a bulkier unit for Enemy Phase work since he will not need the additional Speed when he can equip Quick Riposte (without fear of self-damage taking him out of activation range) to double in the Enemy Phase. At this point, Valter’s 31 Speed is more to protect him from enemy doubles.

With all of his defensive buffs and Bond skills active, Valter with Reprisal Lance reaches 62 Attack in his first combat, with 50 Defense.  This gives him fantastic dueling capabilities during Enemy Phase, with guaranteed double attacks with Quick Riposte and 25 damage Bonfire procs.


Valter is a GHB unit with decent Attack, Speed, and Defense with the legendary Cursed Lance, which further gives him +2 Attack and +2 Speed with a Special Cooldown of -1, at the expense of costing him 4 HP per combat. This functionally gives him 34/33/34 Atk/Spd/Def with a 16 Mt Slaying Lance- a very solid combination, particularly for a free unit. Of course, Valter has diminishing returns due to the loss of HP after every combat.

This can synergize with certain skills, such as Brazen skills and Desperation, which makes Valter’s playstyle more like the berserker that he is: allowing him to soak up damage before he unleashes incredible damage numbers of his own.

Overall, Valter’s playstyle is definitely a risk vs. reward, however, he remains one of the more capable blue lance fliers in the game when it comes to dueling and his synergy with low HP skills definitely makes him unique.


Balanced Stats

Valter has a great dueling statline, with 32/31/34 Atk/Spd/Def.

He is an excellent brawler because of this and his stat spread is forgiving enough to make him a highly versatile unit, no matter which stat you decide to invest in.

He is somewhat unique in this regard, as he is thus far the only blue flier to have Atk/Spd/Def all above 30.

Prf Lance

Cursed Lance offers Valter many options, as a legendary Slaying Lance which gives him Attack and Speed +2 with a -4 HP after each combat. This gives him immense killing potential during his combats.

The HP loss isn’t necessarily a bad thing either- while it’s difficult for sustain, it helps him reach the HP threshold for skills like Brazens, Vantage, Desperation, and Brash Assault


HP Loss

The HP loss can be a benefit, but it also makes it difficult to sustain Valter throughout multiple combats

He may need a healer or some kind of healing skill to offset his self-damage if you plan on using him for more extended modes like Tempest Trials

Low Resistance

While ordinarily, Valter’s low Resistance wouldn’t be too much of an issue as it allows his other stats to be filled out nicely, it prevents him from being able to run an effective Distant Counter build, despite his high Defense that he could use to counter physical ranged attackers with.

This also makes him exceptionally weak to magical attacks and dragons, particularly from green units.

Weapon Skills

Weapons SP Rng. Mt.
Steel Lance
Learns by default at 3 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Cursed LanceGrants Atk/Spd+2 and accelerates Special trigger (cooldown count-1). Unit takes 4 damage after combat.
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Darting Blow 2Grants Spd+4 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Darting Blow 3Grants Spd+6 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
Panic Ploy 1At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
Inheritable by all units.
Panic Ploy 2At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
Inheritable by all units.
Unlocks at 4 ★
Panic Ploy 3At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: The Sacred Stones

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