- Default
- Attack
- Special
- Injured




Winter Jaffar - Angel of Night |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 8 | 8 | 7 |
Middle | 18 | 9 | 9 | 9 | 8 |
High | 19 | 10 | 10 | 10 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 41 | 32 | 34 | 27 | 24 |
Middle | 44 | 35 | 37 | 31 | 27 |
High | 47 | 38 | 40 | 34 | 31 |
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
Polaris (Defensive Tank)
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Barb Shuriken+ (+Res) Alternate: Lethal Carrot+ (+Res) |
A | Close Counter Alternate: Distant Def (3 or 4) |
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Swap | B | Special Fighter 3 |
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Sol Alternate: Noontime |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +RES or +SPD / -HP | S | Fierce Stance 3 |
Weapon: Barb Shuriken (+Spd/Res) / Lethal Carrot+ (+Spd/Res) / Minty Cane (+Spd/Res)
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Winter Jaffar’s weapon choice for this build will depend primarily on two key factors: personal preference and skill availability. Barb Shuriken is a great choice that provides him with a consistent -1 Special cooldown, which allows him to activate Sol on every counterattack in the Enemy Phase when equipped with Special Fighter.
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Alternatively, one can equip Winter Jaffar with Lethal Carrot to lose out on some sustain in exchange for increased firepower, granting him a flat +10 damage boost upon each Special activation. His native Minty Cane is also a great option that complements this build’s focus on maximizing his survivability through the 5 HP heal it provides per hit. However, using either of these weapons instead of Barb Shuriken means that he’ll have to use Noontime instead of Sol to ensure its activation.
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A +RES refine is ideal to minimize the damage Winter Jaffar takes from incoming magical threats (particularly those wielding AoE Specials, which are of particularly high prominence in Aether Raids), but a +SPD refine may be considered to reduce his likelihood of being doubled; however, against particularly fast opponents, further support to his Speed stat from his allies will likely be necessary.
Assist: Swap / Flexible
Special: Sol / Noontime
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Healing Specials synergize wonderfully with this build’s intended playstyle, with the choice between which to use depending on what weapon he is using -- if equipped with Barb Shuriken, use Sol and if equipped with any other, use Noontime. When utilized in tandem with Special Fighter, this enables him to activate his chosen healing Special upon every counterattack for dramatically improved sustain.
Passive A: Close Counter / Distant Def 4 / Def/Res Bond
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Close Counter is an excellent choice of A slot skill that serves to further bolster Winter Jaffar’s versatility via the ability to counterattack against melee opponents. do keep in mind, though, that taking Close Counter instead of a standard stat-boosting skill will make the amount of team support he receives much more impactful in determining his success as a defensive tank; however, as he should already be receiving an intensive amount of support regardless, this typically shouldn’t be much of an issue.
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Distant Def 4 also makes for a worthwhile consideration here due to the massive defensive boost it provides when attacked at range but more importantly, its negation of enemy bonuses; combined with Special Fighter’s powerful effect, this allows Winter Jaffar to stand tall against even the strongest of ranged opponents. On a budget, his native Def/Res Bond can be kept, though this is heavily advised against if using him in Aether Raids.
Passive B: Special Fighter
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Special Fighter is a pivotal component of this build as its Breath-like effect of Special acceleration is crucial to Winter Jaffar’s performance, allowing him to consistently activate healing Specials to instantly recover the majority (or even all) of the damage he may have incurred in battle. Its built-in Guard effect is also useful in safeguarding him from enemy Specials and can safeguard the Angel of Night from receiving large amounts of damage he may have otherwise taken.
Passive C: Pulse Smoke / Atk Smoke / Flexible
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However, keep in mind that Special Fighter’s effect of enemy Special deceleration does nothing to prevent the activation of Specials that are already fully charged. For this reason, Pulse Smoke makes for a standout candidate here and remains highly recommended if aiming to maximize his performance in Aether Raids, particularly for its effectiveness against enemy team compositions that revolve around the use of instant Special activations. Atk Smoke is a good option as well to directly diminish the damage he takes from sustained offensive pressure.
Sacred Seal: Fierce Stance / Swift Stance / Darting Stance / Distant Def / Quick Riposte
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Stance seals work perfectly here and similar to his other skill slots, the choice of which to use here depends mostly on personal preference; Fierce Stance pairs particularly well with an OHKO-dependent playstyle and serves to bolster his healing potential, whereas Swift Stance and Darting Stance work better to mitigate the damage he takes directly. Distant Def is a good option too to strengthen Winter Jaffar’s resilience to ranged opponents.
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Although Winter Jaffar will typically be fast enough to perform follow-up attacks against the majority of common threats when given the proper support, the Quick Riposte seal can still be taken to help him break through the effects of skills like Sturdy Impact and exceptional Speedy threats.
Ephemeral Winter Dream (Offensive Nuke)
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Barb Shuriken+ (+Spd) Alternate: Lethal Carrot+ (+Spd) |
A | Swift Sparrow (2 or 3) Alternate: Fury (3 or 4) |
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Swap | B | Daring Fighter 3 |
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Bonfire Alternate: Moonbow |
C | Armor March 3 Alternate: Odd Atk Wave 3 |
IVs | +ATK or +SPD / -HP | S | Sturdy Blow 2 |
Weapon: Barb Shuriken (+Spd) / Lethal Carrot (+Spd)
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Barb Shuriken’s -1 Special cooldown makes it a stellar choice of weapon once again and helps increase Winter Jaffar’s damage output via faster (and more consistent) Special activations, though Lethal Carrot’s flat +10 damage upon Special activations makes it an attractive option as well for greater burst potential. Ultimately, both are excellent and a +SPD refine should be taken to strengthen his proficiency at performing follow-up attacks.
Assist: Swap / Pivot
Special: Bonfire / Moonbow / Glimmer
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Bonfire scales quite nicely with Winter Jaffar’s strong base Defense stat and offers him a consistent damage boost upon Special activations. In exchange for losing out on Bonfire’s consistency, Moonbow or Glimmer may be taken for their faster activation rates, resulting from their incredibly low two-turn Special cooldowns.
Passive A: Swift Sparrow / Atk/Spd Push 4 / Atk/Spd Solo / Brazen Atk/Spd / Fury
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Most standard offensive A slots will work just fine here; of those available to him, Swift Sparrow (2 or 3), Atk/Spd Push 4, and Atk/Spd Solo are amongst his best options. The main difference between them is their respective activation requirements and availability, so the decision on which to use will once again depend on personal preference. Fury is always a good budget alternative that helps him safely drop down to Daring Fighter’s HP threshold.
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Brazen Atk/Spd is a valid choice here too and helps supplement Winter Jaffar’s potency at lower levels of health, but comes with the demerit of requiring some additional set-up before becoming functionally useful to him. This will typically means that he will be without an A slot skill for the first round of combat (unless one makes use of an Assist such as Ardent Sacrifice or Reciprocal Aid), so take caution.
Passive B: Daring Fighter
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Daring Fighter is Winter Jaffar’s ideal B slot skill here and acts as a directly improved version of Desperation, allowing him to perform follow-up attacks consecutively with a more easily achievable HP threshold. More importantly, however, Daring Fighter also comes packed with a variant of the Null Follow-Up skill -- something previously locked only to infantry units -- and enables the Angel of Death to break through the effects of skills like Wary Fighter upon initiation that would otherwise severely hamper his offensive potential.
Passive C: Armor March / Odd Atk Wave / Flexible
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Armor March can make for a great choice to circumvent Winter Jaffar’s otherwise poor mobility and expand his reach, allowing him to perform his role as an offensive nuke much more effectively; however, do keep in mind that it’s not strictly necessary for him to function properly. If another ally is already equipped with Armor March or if making use of skills like Ground Orders and Guidance, a Wave skill are good options as well to make him more self-sufficient.
Sacred Seal: Sturdy Blow / Darting Blow / Flashing Blade / Heavy Blade
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The Sturdy Blow and Darting Blow seals can be taken to further build upon his already solid offensive stats for directly improved damage output, though the Flashing Blade and Heavy Blade seals are also notable to let Jaffar activate his Special at a faster rate.
Strengths
Great Offensive Statline
Winter Jaffar boasts great innate firepower and comes packed with a formidable offensive statline of 35/37. This imparts him with a solid baseline for dealing damage and both performing and denying follow-up attacks; this attribute lends itself well to both offensive and defensive roles.
Strong Overall Bulk
Winter Jaffar’s durability is quite good as well. With 75 physical bulk and 71 magical bulk, he has very little trouble in directly taking on most forms of sustained offensive pressure, especially when provided with the appropriate support and investment.
Armored
Winter Jaffar’s armored status is an immense boon in his favor and grants him access to several powerful strengths (such as access to class-exclusive skills like the infamous Fighter skills and a sizeable boost to his BST), further cementing his position as a strong asset at one’s disposal.
Versatile
Thanks to his innate access to a wide array of different weapons as a dagger user alongside his well-distributed statline and armored strengths, Winter Jaffar boasts immense versatility and is flexible enough to lend himself well to numerous strategies.
Weaknesses
Effective Damage
Winter Jaffar’s innate weakness to armor-effective damage proves rather debilitating given the increasing commonality of sources of such damage in enemy team compositions. Should he deployed on maps where it is present, caution must be exercised to prevent him from being taken down preemptively, or one may simply be better off slotting another unit in his stead.
Poor Mobility
As an armored unit, Winter Jaffar also faces the inability to move more than one space at a time. While this is a much lesser concern for him than his melee contemporaries thanks to his ranged status, it can still make him rather unwieldy to utilize (especially when built for an offensive role) if one does not have access to skills (such as Armor March) that can circumvent this.
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Red-Hot Ducks+ (+Spd) | A | Flashing Blade 4 |
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Rally Up Atk+ | B | Daring Fighter 3 |
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Ruptured Sky | C | Panic Smoke 3 |
S | Brazen Atk/Spd 3 |
With his high Spd, Jaffar can pull off a great true damage build - using his amazing statline for a player-phase build instead of being the typical enemy phase armored unit
Red-Hot Ducks+ allows Jaffar to deal +7 true damage on top of his already great Atk stat, using his Spd as damage output. Lethal Carrot+ works too, although you get slightly less of an overall damage boost
Rally Up Atk+ is for scoring purposes, and can be inherited from HS!Elise alongside Red-Hot Ducks+. However, Reposition is best for practical use
Ruptured Sky is the best option for 2-charge specials which are guaranteed to trigger with the help of Flashing Blade 4. Glimmer and Moonbow are also great options, although they score less in Arena
Flashing Blade 4 grants another +5 damage per attack for a total of 12 true damage per attack, making even more use of his amazing Spd
Daring Fighter 3 lets him nuke foes before they counter, stacking his 24 total true damage with his Ruptured Sky for high damage output. The partial Null Follow-Up prevents Wary Fighter effects from Imbued Koma, Aymr, etc. Desperation 3 is a weaker but equally viable option
Panic Smoke 3 is inherited from Thrasir along with her A skill, but can be easily replaced with Spd Smoke 3
Brazen Atk/Spd 3 Seal maximises his Atk and Spd stats, and will trigger when he drops below 80% HP alongside Daring Fighter 3. Swift Sparrow 2 is a great Seal option otherwise
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The Cleaner+ (+Spd) | A | Swift Sparrow 2 |
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Reciprocal Aid | B | Wings of Mercy 3 |
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Glimmer | C | Atk Smoke 3 |
S | Armored Boots |
First off, this one isn't *mine*. It's an EXCELLENT build by GameFAQs user "Kaze_no_Ou" but I didn't see anything similar posted here and I really wanted him to get credit for it. It's a fairly cheap build (Cleaner might be a little tough if you're out of Legault or Tethys, and Swift Sparrow is always in high demand) but otherwise it's fairly simple. Jaffar has excellent BST and with a better weapon hits like a truck. Armored Boots and WoM let him hop around the battlefield while SS2 and his naturally high speed (for an Armor) mean that he's got a better chance of doubles. Since I had some Limited Compile Codes burning a hole in my Summoner's Robes, I used the Kagero manual to give him both Lethal Carrot and Glimmer at the same time since I lack access to Cleaner right now. It's honestly working better than I expect and with a way to charge his special a little quicker (Like Brave Lucina or a Duo Skill), he's going to be dealing a very solid chunk of damage to whatever he hits.
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Minty Cane+ | A | Def/Res Bond 3 |
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Reciprocal Aid | B | Vengeful Fighter 3 |
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Moonbow | C | Spd Smoke 3 |
S | Def/Res Bond 3 |
Minty Cane+ allows for Jaffar to run a bit of self sustain. Beneficial refines include +spd or +res, as the former makes it harder to double, and the latter rounds out his statline.
Moonbow, with a 2 charge, synergizes well with VF in allowing Jaffar to charge up his special through enemy phase, and release it on the counterattack. Twice, provided the enemy manages to survive the hit and on top of that double Jaffar.
A healing special is somewhat redundant if running Minty Cane+, but a Luna Special can be considered if running QR, depending on how often you expect foes to double Jaffar.
Def/Res Bond in the A-slot and seal allows Jaffar a +10 in both defensive stats, making up for how IS optimized Jaffar for offense.
Vengeful Fighter (Replaceable with Quick Riposte for a cheaper investment) allows Jaffar to heal up to 10 health on enemy phase, and retaliate with a charged Luna with the second attack. If follow up is denied due to enemy's skills, Jaffar's Moonbow will still be ready for the counter, or if running Luna should be ready on the player phase.
Speed Smoke allows Jaffar's 37 speed a cushion against faster units in the game. Preferably triggering during player phase (but still triggering on enemy phase), this skill will enable Jaffar to prevent close enemies from easily doubling him due to speed.
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Minty Cane+ | A | Def/Res Bond 3 |
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Reciprocal Aid | B | Renewal 3 |
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Luna | C | Threaten Atk 3 |
S | Swift Stance 2 |
His kit is already geared towards self-sustain, so I made him a field medic. You can give him Sol or Aether for even more sustain, but his attack is low so I think Luna gives him the punch he needs to also carry his weight in combat. The downside is that you'll need to keep your team close together in order for him to be able to hand out health. As a result of this, your TT score will suffer. Armored Boots isn't a great fix unless you have another healer, because he'll usually reach full health after he hits an enemy, and Armored Boots requires him to be at full health at the start of the turn. Pairing him with a unit with Armored March is ideal.
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Minty Cane+ | A | Atk/Spd Push 4 |
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Reciprocal Aid | B | Special Fighter 3 |
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Luna | C | Goad Armor |
S | Quickened Pulse |
Be sure to give a defense refined Minty Cane+ and SS for maximum effect. Def refine + SS= fairly tanky Jaffar. SF3 + QP seal= Jaffar can proc Luna on the first foe he attacks as long as he doubles. Atk/Spd Push 4 + Minty Cane= Jaffar will be able to kill more foes thanks to the extra atk/spd, all the while being able to heal up to a maximum of 10 hp, which would allow Jaffar to stay within the hp threshold of SF3 and Atk/Spd Push 4 more often.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Dagger users only.
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50 | 2 | 3 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Dagger users only.
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100 | 2 | 5 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Dagger users only.
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200 | 2 | 8 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Dagger users only.
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300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() Only inheritable by armor units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Blazing Blade
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