- Default
- Attack
- Special
- Injured




Valter - Dark Moonstone |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 8 | 7 | 3 |
Middle | 18 | 8 | 9 | 8 | 4 |
High | 19 | 9 | 10 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 29 | 27 | 31 | 16 |
Middle | 42 | 32 | 31 | 34 | 19 |
High | 45 | 35 | 34 | 37 | 22 |
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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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
The Bloodied Berserker
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Cursed Lance (+Eff) | A | Brazen Atk/Spd (3 or 4) Alternate: Fury (3 or 4) |
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Positional Assist | B | Vantage 3 Alternate: Desperation 3 |
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Bonfire Alternate: Ignis |
C | Spd/Def Rein 3 Alternate: Def Smoke 3 |
IVs | +SPD / -RES | S | Brazen Atk/Spd 3 Alternate: Spd/Res Solo 3 |
Preferred IV: +SPD / -RES
Weapon: Cursed Lance (+Eff)
Assist: Positional Support
Special: Bonfire / Ignis
Passive A: Brazen Atk/Spd / Atk/Spd Solo / Fury 4
Passive B: Vantage / Desperation
Passive C: Spd/Def Rein / Def Smoke
Sacred Seal: Brazen Atk/Spd / Spd/Res Solo
- 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 refined Cursed Lance) to activate low HP threshold skills, which allows him and his allies 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 just a few points of damage. Because the threshold is so easy to reach due to 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 and his refined Cursed Lance, he gains an effective +24 Attack, +25 Speed and +5 Defense.
- If Valter can double during his Player Phase attack, he will unleash a fairly lethal Bonfire- if he doesn’t double and is knocked down to 75% HP, his Bonfire damage increases wish his Cursed Lance and he gets put into Vantage range, allowing him to strike first in Enemy Phase with a hard-hitting attack.
- This is without factoring in any buffs or his own C slot, which can further increase his effective Attack and Speed by 5 using the flier exclusive Spd/Def Rein.
- 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 or if you're anticipating him taking damage to things like Bolt Traps. If he can double during Player Phase with Ignis, then it will be primed during the Enemy Phase, where he can use Vantage and activate his Special.
- Desperation is another option if you'd rather use him in primarily Player Phase, as his massive Speed buffs and double Brazens being activated will allow him to double all but the speediest of opponents with an effective 64 Speed.
- Finally, there’s Fury, which is an attractive option with Wings of Mercy Aether Raids comps, since Fury 4 depletes Valter of a total of -14 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, while also enabling his Wings of Mercy teammates to teleport to him.
Strengths
Balanced Stats
Valter has a decent dueling statline, with 32/31/34 Atk/Spd/Def.
While his Speed has dropped off significantly due to powercreep, it's still worthwhile to invest in, since Cursed Lance grants him an additional +8 to Speed with no additional investment.
Furious Slayer
Cursed Lance is one of the better prf refines for a F2P unit that we've seen - on top of Fury 3, it grants Valter Slaying and additional significant boosts to his Atk/Spd/Def, as well as inflicting Guard, when he is below 100% HP or fighting an opponent with a penalty.
Since Cursed Lance does HP damage after every engagement, Valter quickly meets the threshold for the lance to activate, granting him a total of +8 to Atk/Spd/Def and +3 to Res, while preventing his opponent from charging their special.
Weaknesses
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. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 11 |
![]() Grants Atk/Spd+2 and accelerates Special trigger (cooldown count-1). Unit takes 4 damage after combat. Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Qiang (+Def) |
Arcane Qiang (+Res) |
Arcane Qiang (+Atk) |
Arcane Qiang (+Spd) |
Arcane Qiang |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants Spd+2 during combat. Non-inheritable by Staff-wielding units.
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50 | A |
![]() If unit initiates combat, grants Spd+4 during combat. Non-inheritable by Staff-wielding units.
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100 | A |
![]() If unit initiates combat, grants Spd+6 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
![]() At 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.
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60 | C |
![]() At 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 ★ |
120 | C |
![]() At 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 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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Banners Featured In
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