- Default
- Attack
- Special
- Injured
Veld - Manfroy's Rock |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 9 | 6 | 4 | 7 |
Middle | 19 | 10 | 7 | 5 | 8 |
High | 20 | 11 | 8 | 6 | 9 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 40 | 35 | 23 | 19 | 33 |
Middle | 43 | 38 | 26 | 22 | 36 |
High | 46 | 41 | 30 | 25 | 39 |
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 |
---|---|---|---|---|
Skill Sets
In Service of the Dark God (Debuffing Support)
Petrify | A | HP/Res 2 Alternate: Fort. Def/Res 3 |
|
---|---|---|---|
Positional Assist | B | Sudden Panic 3 Alternate: Sabotage Res 3 |
|
Moonbow Alternate: Iceberg |
C | Res Opening 3 Alternate: Drive Atk 2 |
|
IVs | +HP or +RES / -SPD or -DEF | S | Drive Atk 2 |
Weapon: Petrify
Assist: Reposition / Flexible
Special: Moonbow / Iceberg / Luna
Passive A: HP/Res 2 / Fort. Def/Res / Fury
Passive B: Sudden Panic / Even Pulse Tie / Sabotage Skills / Chill Skills
Passive C: Res Opening / Infantry Pulse / Tactic Skills / Drive Skills
Sacred Seal: Drive Skills / HP/Res 2 / Chill Skills / Phantom Res / Tactic Skills
- This build focuses on Veld’s overall utility to the rest of his team through the application of widespread debuffs on incoming foes, most notably through his exclusive Petrify. For his choice of IVs, +HP is preferred if equipped with certain skills like Sudden Panic, but +RES also works well with Sabotages for further stat-debuffing.
- Veld’s Special choice is largely irrelevant here since his combat performance is secondary, though Moonbow always works in a pinch for its relatively low cooldown. If a greater damage boost is favored over more consistent (and likelier) activations, Luna or Iceberg should be considered.
- Similarly, the dark bishop’s best option for his A slot varies based on his chosen B slot skill. When utilizing any skill that scales off his HP stat, skills that directly augment it are recommended to bolster Veld’s consistency, with HP/Res 2 being a standout to simultaneously supplement his other key stat. Alternatively, Veld can leverage his strong Resistance with Sabotage skills to apply even more debuffs; in that case, Fort. Def/Res or Fury are better A slots to enhance his visible Resistance.
- His reasonable HP pool makes equipping Sudden Panic a valid choice to stack the debilitating Panic debuff on enemy teams on top of Petrify’s cycling debuff, or potentially Even Pulse Tie in an AR-O setting to counter Infantry Pulse setups. Otherwise, using a Sabotage or Chill skill also complements this build’s playstyle to directly detract from his opponents’ stats; to avoid overlapping with his PRF, those that target enemy Defense or Resistance are ideal.
- Veld’s C slot and Sacred Seal slot are flexible and should ideally be filled by something that further assists his team, such as a Tactic, Drive, Infantry Pulse, or even his native Res Opening. Ploys are somewhat outdated options, but may be worthwhile nonetheless depending on personal preference to stack more debuffs.
Strengths
Petrify
His exclusive Petrify’s considerable -- and rather unique -- debuffing utility remains Veld’s main selling point, as it enables the dark bishop to severely hamper the offensive presence of the enemy team depending on the foe it afflicts. Since the target of Petrify’s effect cycles with the passing of each turn for the first five, this unpredictability may make Veld a potential choice in certain defense settings to catch incoming foes off-guard.
Good Attack & Resistance
Veld’s solid base Resistance complements the debuffing nature of his PRF quite nicely, allowing him to leverage further debuffing skills (such as Sabotage Res) to debilitate the enemy team to a greater degree. His high Attack also provides some flexibility in the instance that he has to engage against an opponent, and may let him run more combat-oriented sets if desired.
Infantry Benefits
Being an infantry unit comes with the ever useful advantage of fantastic skill availability, which Veld can utilize to enhance his performance even from a supportive / debuffing perspective via access to skills such as Sudden Panic and Even Pulse Tie.
Weaknesses
Petrify’s Inconsistency
While Petrify may certainly be powerful under the right circumstances, that’s entirely dependent on whether or not he targets the correct opponent, as he may target someone undesirable altogether. It would have been much more generally useful if Petrify automatically targeted the foe with the highest of each stat rather than the lowest, operating as a significantly stronger Chill to ensure that at least one powerful foe is debilitated.
Disappointing Defense & Speed
Veld’s relatively low base values in both Defense and Speed render him quite susceptible to incoming physical damage as even if he avoids being OHKO’d from a source of such damage, odds are that he would still be doubled and then killed. This makes avoiding such threats a priority at all times
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
Flux Learns by default at 1 ★ Unlocks at 1 ★
Red Tome Users Only
|
50 | 2 | 4 |
Ruin Learns by default at 3 ★ Unlocks at 2 ★
Red Tome Users Only
|
100 | 2 | 6 |
Fenrir Learns by default at 4 ★ Unlocks at 3 ★
Red Tome Users Only
|
200 | 2 | 9 |
Petrify Grants Res+3. At start of turns 1 through 5, inflicts Atk/Spd-7 and【Gravity】on foe on the enemy team with the lowest specified stat (see below). (Specified stats: Turn 1 = HP, Turn 2 = Atk, Turn 3 = Spd, Turn 4 = Def, Turn 5 = Res.) 【Gravity】 Restricts target's movement to 1 space through its next action. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
Chilling Wind Boosts damage dealt by 50% of unit's Res. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
|
100 | 4 |
Glacies Boosts damage dealt by 80% of unit's Res. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
|
200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
Chill Res 1 At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.
Inheritable by all units.
Unlocks at 1 ★ |
60 | B |
Chill Res 2 At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.
Inheritable by all units.
Unlocks at 2 ★ |
120 | B |
Chill Res 3 At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
240 | B |
Res Opening 1 At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
Res Opening 2 At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
Res Opening 3 At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Thracia 776
|
---|
Banners Featured In
None