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Analysis by ZeShado
Winter Artur - Silver Saint

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 43
ATK 41
SPD 19
DEF 35
RES 41

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 10 3 8 10
Middle 19 11 4 9 11
High 20 12 5 10 12

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 40 38 16 32 38
Middle 43 41 19 35 41
High 46 45 22 38 45

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

Ebic Armor (Aether Raids Far Save)

Build by ZeShado
Recommended
Snow Globe+ (+Res) A Atk/Res Unity
Alternate: Atk/Def Unity
Positional Assist B Crafty Fighter 3
Alternate: Vengeful Fighter 3
Iceberg
Alternate: Glacies
C D/R Far Save 3
IVs

+ATK, +DEF, or +RES / -SPD

SDistant Def 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Snow Globe+ (+Res)

Assist: Positional Assist

Special: Iceberg / Glacies

A Passive: Atk/Res Unity / Atk/Def Unity / Distant Def (3 or 4)

B Passive: Crafty Fighter / Vengeful Fighter

C Passive: D/R Far Save

Sacred Seal: Distant Def / Mystic Boost

  • Never did I think I’d see the day where we’d get inheritable Unity weapons. As if it wasn’t crazy enough to run double Unity Fallen Ike or Legendary Marth, now every single Sword, Green Tome, and Bow unit can do the same. Winter Artur also being an armor unit helps since he can run Save skills and constantly meet the proximity condition of the weapon. And given that his stats are extremely min-maxed, he’ll more than likely be hit by Dark Shrines, allowing him to trigger Snow Globe+ fairly easily.
     
  • Depending on the Fighter skill being used, Winter Artur can either opt for Iceberg or Glacies. The Special will mainly be determined on its maximum cooldown since he won’t be able to trigger Glacies with Crafty Fighter while you’ll get extra cooldown with Vengeful Fighter, so Iceberg wouldn’t be the best option there either. As such, if running Crafty Fighter, run Iceberg and if running Vengeful Fighter, run Glacies.
     
  • One of the cool things about Unity skills is that they can stack. As such, one of the better options for Winter Artur’s A Passive would be Atk/Res Unity since you can reach disgusting amounts of Atk and Res if debuffed. Of course, Atk/Def Unity is a good option as well since you can bolster both of his defensive stats that way. This can make him into a fantastic Aether Raids tank. For budget purposes, he can opt for Distant Def since it also increases his defensive stats fairly well.
     
  • Depending on what you have available, you can either opt for Crafty Fighter or Vengeful Fighter. Crafty Fighter is going to be better for Winter Artur’s overall performance since it has a lenient 25% HP threshold for guaranteed follow-ups and inflicts Guard on the foe. Of course, for “budget” purposes, you can go with Vengeful Fighter. It does allow him to trigger Glacies on his second hit, but it only has a 50% HP threshold, so it’s a bit more strict.
     
  • Since Winter Artur is going to be functioning as a Far Save tank, he doesn’t have any other alternative C Passive options at his disposal. You could give him A/R Far Save, but there’s no real justification for it. Just stick with D/R Far Save.
     
  • There are two solid Sacred Seal options for Winter Artur: Distant Def and Mystic Boost. Distant Def is one of the better go-to options since Winter Artur is going to be functioning as a Far Save tank. As such, he’ll want as much Def and Res as possible, so he can go up against all sorts of ranged foes. Meanwhile, if you want innate healing, which can be nice for keeping him in the Crafty/Vengeful Fighter range, you can opt for Mystic Boost.

Where Have I Seen This Build Before? (General Use Far Save)

Build by ZeShado
Amity Blooms+ (+Res) A Distant Def (3 or 4)
Positional Assist B Slick Fighter 3
Iceberg C D/R Far Save 3
IVs

+ATK, +DEF, or +RES / -SPD

SDistant Def 3

Show Explanation/Analysis

Weapon: Amity Blooms+ (+Res)

Assist: Positional Assist

Special: Iceberg

A Passive: Distant Def  (3 or 4)

B Passive: Slick Fighter

C Passive: D/R Far Save

Sacred Seal: Distant Def

  • If you want to use Winter Artur in game modes other than Aether Raids, he’ll want to swap out his innate Snow Globe+ since Unity skills are hard to take advantage of everywhere else given that there is no constant stream of Panic or debuffs. Thankfully, Winter Artur has access to Amity Blooms+, which is a fantastic substitute as it grants healing per unit’s attack and debuffs the foe’s Atk and Res.
     
  • Winter Artur having essentially no Spd to work with will make him prone to enemy doubles in most, if not all, combats he enters. Moreover, given that he has access to Fighter skills, he’ll be able to access guaranteed follow-ups, allowing for up to four attacks during each combat (that is including both Winter Artur’s and his foes’ attacks). As such, he’ll want to run a 3 CD Special since it’ll be easy to trigger, and since his highest defensive stat is Res, his best Special option would have to be Iceberg.
     
  • Given that Winter Artur will be going up against ranged foes in most, if not all, of his combats, he’ll want to stack up as much Def and Res as possible so that he can go up against all types of ranged foes. As such, the most appropriate A Passive would have to be Distant Def since it grants +6 or +8 to his Def/Res against ranged foes in the enemy phase. Distant Def 4 would be better since it can neutralize the foes’ bonuses, but for budget purposes, Distant Def 3 is more than fine.
     
  • Since Winter Artur isn’t running Snow Globe+, he’ll want to avoid any sort of debuff possible so that his performance isn’t staggered as a result. As such, his best B Passive for this set would have to be Slick Fighter since it neutralizes all debuffs he receives and grants him a guaranteed follow-up attack.
     
  • There’s no reason to replace his innate D/R Far Save skill since it allows him to function as well as he does. Without Far Save, he won’t be doing much.
     
  • For similar reasons to Winter Artur’s A Passive recommendation, he’ll want to run Distant Def as his Sacred Seal. The additional Def and Res he gets from this skill will allow him to take on most ranged foes with minimal issue.

Strengths

High Attack

    Winter Artur hits extremely hard as his base Atk starts at a massive 41. This can further be bolstered with an Atk superboon that pushes it to an even higher 45 Atk at base.

High Resistance

    Similarly, Winter Artur has an obscene amount of Res to work with as it begins at a base of 41 and can also be bolstered with a super boon for a beginning total of 45 Res.

A Mage

    One benefit to being a mage is that Winter Artur is able to bypass Windsweep effects, which are a lot more common than Watersweep. However, he is equally as weak to Firesweep given that he doesn’t have any access to Null C-Disrupt. Nevertheless, it’s a benefit to be had.

Weaknesses

Low Speed

    Given Winter Artur’s role as a Far Save armor, naturally, he would want as little Spd as possible since his best stats are going to be his Atk, Def, and Res. And thankfully, that is the case. However, there is always a downside to having low Spd. Unlike other armors such as Black Knight and Amelia, if they were to run a Fighter skill that gives them a guaranteed follow-up attack, they would be able to bypass Impact effects as they would have the natural Spd to double. However, Winter Artur cannot since he is too slow. Still, I believe the trade-off is worth it in his case.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Snow GlobeIf unit is within 2 spaces of an ally, grants Atk/Res+5 and bonus to Atk/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 8
Snow Globe+If unit is within 2 spaces of an ally, grants Atk/Res+5 and bonus to Atk/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
Learns by default at 5 ★
Unlocks at 5 ★
Green Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Odd Follow-Up 1If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Only inheritable by armor units.
Unlocks at 1 ★
60
B
Odd Follow-Up 2If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Only inheritable by armor units.
Unlocks at 2 ★
120
B
Odd Follow-Up 3If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Only inheritable by armor units.
Unlocks at 4 ★
240
B
D/R Far Save 1If a foe uses bow, dagger, magic, or staff 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 Far Save 2If a foe uses bow, dagger, magic, or staff 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 Far Save 3If a foe uses bow, dagger, magic, or staff 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: The Sacred Stones

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