Analysis by lordhelpme
Yuri - Ashen Valiant


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 39
SPD 43
DEF 26
RES 29

Stat Variations

Level 1 Stat Variation
Low 17 10 12 3 4
Middle 18 11 13 4 5
High 19 12 14 5 6

Level 40 Stat Variations
Low 36 36 40 22 26
Middle 40 39 43 26 29
High 43 42 47 29 32

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.

Skill Sets

aladdin but purple (Utility Nuke / Aether Raids Offense)

Build by lordhelpme
Honorable Blade A Atk/Spd Ideal 4
Alternate: Fury 4
Foul Play B Disarm Trap 3
Alternate: Null Follow-Up 3
Alternate: Moonbow
C Time's Pulse 3
Alternate: Joint Drive Spd

+SPD or +ATK / -RES

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Honorable Blade

Assist: Foul Play

Special: Glimmer / Moonbow / Ruptured Sky

Passive A: Atk/Spd Ideal / Fury / Atk/Spd Push / Atk/Spd Solo / Swift Sparrow

Passive B: Disarm Trap / Null Follow-Up / Windsweep / Lull Skills

Passive C: Time’s Pulse / Pulse Smoke / Savage Blow / Joint Drive Skills / Flexible

Sacred Seal: Swift Sparrow / Atk/Spd Solo / Death Blow 

  • This build focuses on Yuri’s stellar Player Phase capabilities, though with special consideration to the various options available that lend themselves well to hit-and-run strategies (particularly in Aether Raids Offense). Increasing either of his offensive stats with an IV is recommended to cement his damage output.
  • Specials with two-turn cooldowns naturally pair well with the innate Slaying effect of his Honorable Blade and Time’s Pulse; this ensures an instant Special activation at the start of each turn, helping bypass any potential Guard effects lingering in an enemy’s kits. Glimmer scales nicely with Yuri’s typically high (and consistent) damage output, though Ruptured Sky and Moonbow may be worthwhile to pack more of a punch against certain archetypes  one may have trouble dealing with. 
  • Yuri generally benefits from anything that enhances his Attack and Speed but given the variety of A skills available, it's worth highlighting a few standouts. Most notably, Atk/Spd Ideal will permanently give Yuri +7/+7 Atk/Spd thanks to Honorable Blade’s +1 movement buff (which satisfies one of its conditions), and may grant an additional +2 in rounds where he starts at full health. Other, more available comparables include Atk/Spd Push, Atk/Spd Solo, and Swift Sparrow.
    • Although it does not feature as staggering of a boost to Yuri’s offensive statline, Fury also has its uses due to its self-inflicted chip damage. When paired with refreshers to chain multiple actions, this quality can be leveraged to let Yuri potentially reach sufficiently low HP to act as a Wings of Mercy beacon for certain strategies like Galeforce in Aether Raids Offense. 
    • The advent of the Safety Fence structure also makes the required amount of combats necessary for Yuri to fall below 50% HP much less complicated to achieve; his five-tile range, access to Foul Play, and innate 【Canto (2)】mean that he can pretty easily get a free engagement on the first turn to get the ball rolling, especially when equipped with Disarm Trap. 
  • As for his B skill, well, he certainly has an immense array to choose from, all with their respective benefits:
    • Disarm Trap is exceptional for the purposes of Aether Raids Offense gameplay, as it ensures that Yuri can initiate combat without ever having to worry about something stopping his onslaught. It’s very nifty for a plug-and-play approach and does pack some supportive utility as he can be Smited to safely test traps and then trade places with a distant ally through Foul Play. 
    • Null Follow-Up ensures Yuri’s consistency as a damage dealer, ensuring that he can always perform follow-up attacks as long as he can outpace his foe; this is useful for general gameplay, as well as to break through walls like Seiros who rely on follow-up negation that may appear on opposing Defense teams.
    • Windsweep steers away from Yuri’s damage potential and is more for those who want to use him as setup for other allies; he can safely poke an enemy, debilitate them with his dagger’s innate debuffs plus anything else equipped in his C and/or Sacred Seal slots, and then run away. 
    • A Lull skill may not be that exciting compared to the aforementioned options since they mostly reap benefits from a stat viewpoint, but buff nullification nonetheless remains a valuable advantage – especially if you commonly run into units like New Year Peony who apply visible buffs quite generously. 
  • Aside from Time’s Pulse, Pulse Smoke, Savage Blow, or one’s choice of Atk Smoke or Spd Smoke (since daggers have Def/Res Smoke inherently built-in) are other C skills to consider for those who wish to accentuate Yuri’s debuffing capabilities. A Joint Drive skill may also be worthwhile if Yuri is expected to retain close proximity to his allies (such as if he actively contributes to a Galeforce chain) to grant everybody free stats. 

it’s actually coral blue #5 (Special Activation Focus)

Build by lordhelpme
Honorable Blade A Life and Death (3 or 4)
Alternate: Atk/Spd Ideal 4
Foul Play B Special Spiral 3
Blazing Wind
Alternate: Luna
C Time's Pulse 3
Alternate: Joint Drive Atk


SLife and Death 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Honorable Blade

Assist: Foul Play

Special: Blazing Special / Luna / Draconic Aura

Passive A: Life and Death / Atk/Spd Ideal / Death Blow / Sturdy Impact 

Passive B: Special Spiral

Passive C: Time’s Pulse / Joint Drive Atk / Odd Atk Wave / Savage Blow / Flexible

Sacred Seal: Life and Death / Hardy Bearing / Quickened Pulse / Flashing Blade / Heavy Blade

  • Honorable Blade’s accelerated cooldown also gives one the option of focusing purely on Yuri’s ability to constantly loop his Special each combat to maximize the strength of his first hit. Since the emphasis here is on raw damage potential, taking a +ATK IV is the preferred option to frontload as much force as possible. 
  • The crux of this build (besides the assortment of goodies brought by his two PRF skills) lies in Yuri’s choice of B skill: Special Spiral. Following their initial activation, Specials with three-turn cooldowns are guaranteed to be active for each round of combat thanks to the immediate two charges provided by Special Spiral. 
    • Luna will usually be Yuri’s best bet for normal Specials, as it helps him break through the defenses of invested physical tanks while granting an overall solid level of additional burst. For those who prefer consistency in numbers, Draconic Aura is an option given that it scales off his Attack, meaning that it will always increase his damage by the same amount each combat. 
    • AoE Specials are also alternatives that one may consider since they can actually be looped as well, despite having a base four-turn cooldown. This combination works as follows: 
      • Honorable Blade’s Slaying effect sets such Specials to an initial three-turn cooldown to start with. Then, after activating the first time, Special Spiral will persistently trigger and render it so that AoE Specials have an effective one-turn cooldown –  and since they activate before combat, Yuri’s in-combat attack lets him make up the difference to loop them. 
      • Blazing AoE Specials like Blazing Wind are recommended for their higher damage modifier; this helps boost Yuri’s chances of landing OHKOs while still featuring a respectable radius for applying damage to nearby enemies. 
      • He normally does not need the assistance of Heavy Blade or Flashing Blade to spam these Specials, but using it as his A skill or Sacred Seal is an option nonetheless should Stance 4 skills be a particular concern; this helps him activate AoE Specials even in the face of Guard
  • Life and Death is Yuri’s preferred A skill when exploiting AoE Specials since their damage scales off the difference between visible stats; otherwise, anything that builds on his raw Attack like Atk/Spd Ideal and Death Blow is recommended. Sturdy Impact is an interesting choice that loses out on some damage in comparison to the fourth-tier versions of the aforementioned skills, but comes with the added benefit of granting some additional safety should he fail to OHKO. 
  • His base Time’s Pulse helps minimize the amount of setup he needs to get his Special Spiral chains started. This can be fielded in conjunction with outside cooldown reduction (e.g. Legendary Hector’s Ostian Pulse II, Infantry Pulse, etc.) to potentially have Yuri’s Special charged immediately – no prior combat necessary. He can also benefit from virtually anything that improves his proficiency at securing consecutive kills, such as Joint Drive Atk, Savage Blow, and Odd Atk Wave.
  • Lastly, Yuri’s Sacred Seal should consist of something that either aids his performance from a stat perspective – Life and Death for AoE Sets, and skills that provide visible boosts like Death Blow for anything else – or that aids his looping consistency, like Quickened Pulse or Flashing/Heavy Blade when equipped with an AoE Special. Speaking of, AoE Specials do come with the drawback of enabling Vantage effects on foes, so using the Hardy Bearing Seal is another option to circumvent this.


Honorable Blade

Yuri’s exclusive Honorable Blade stays true to the unique capabilities of his Relic Weapon in Fire Emblem: Three Houses, packing both an automatic +1 movement and a highly lucrative【Canto (2)】effect. Beyond the fact that such effects place his Player Phase mobility well above any comparable infantry, this allows Yuri to shine in the context of hit-and-run strategies in ways that even mounted ranged units with Far Trace cannot replicate; whereas their Canto effects are variable in the amount of spaces they can move post-combat, Yuri is always guaranteed to move two spaces while keeping his B slot open to leverage his exceptional infantry skill access. 

Combined with the appreciated addition of permanent cooldown reduction and bonus Attack/Speed boost that remains practically always active, Honorable Blade capacitates Yuri as a formidable, but moreover safe attacker who can bypass the limitation of needing assistance to escape enemy range associated with traditional nukes. This also notably pairs quite nicely with his signature Assist skill, but more on that in just a second…

Foul Play

The leader of the Ashen Wolves’ unique Assist, Foul Play, may initially seem like a differently worded version of Swap — that is, until you realize that it has a whopping three range rather than requiring direct adjacency. This by itself is honestly pretty nifty, but the power of Yuri’s access to this lies in the fact that he can combine it with his PRF’s innate Canto (and flexibility in positioning made possible by Disarm Trap) to interesting effect. For instance, Yuri could easily swap positions with an ally accidentally left in enemy range and then trigger his extra action to retreat safely as well, or use it more offensively as well.

Naturally, there are more applications to this than I can reasonably list, but the important part is just the sheer amount of flexibility this provides on top of the Ashen Valiant’s top notch offensive capacity as imparted by Honorable Blade. All in all, Foul Play greatly expands upon Yuri’s playstyle and comes as a welcome bonus utility tool that, if nothing else, makes him incredibly unique among his peers and is always handy for potential emergencies. 

Fantastic Attack & Speed

The sheer strength of Yuri’s personal skills was seemingly not enough for him, as his offensive statline also features staggering competitive values; with a baseline 39/43 Attack/Speed combination and access to a four-point +SPD IV, the Ashen Valiant inherently possesses great damage potential and doubling consistency even before considering the various combat boosts he can obtain.

Colorless Dagger + Infantry Benefits

Yuri’s performance is further solidified by his usual lack of disadvantaged matchups (barring the rare exception of foes with Raven effects) and the abundance of skills available at his fingertips per his infantry dagger status, such as Disarm Trap, Special Spiral, Null Follow-Up, and Time’s Pulse; this altogether lets him achieve a high degree of versatility. 


Middling Defensive Statline

While Yuri’s Defense/Resistance values of 26/29 aren’t actually that bad considering the primarily aggressive focus of his overall skillset, he doesn’t have access to anything that would help mitigate damage and must rely solely on his statline alone most of the time; this may make fighting against high Attack foes particularly difficult and makes it a necessity to keep him out of enemy range to ensure his longevity, though this latter detriment is easily solved by his various methods for escape. 

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Learns by default at 2 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 7
Honorable BladeEnables【Canto (2)】.  Accelerates Special trigger (cooldown count-1). At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+6 to unit during combat.  Effect:【Dagger 7】  【Canto (2)】 After an attack, Assist skill, or structure destruction, unit can move 2 space(s).  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)  【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
SwapSwap places with an adjacent ally.
Learns by default at 4 ★
1 150
Foul PlayUnit and target ally swap spaces.
3 400

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
C Duel Infantry 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Restricted to units that use a Staff.
Unlocks at 2 ★
C Duel Infantry 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Restricted to units that use a Staff.
Unlocks at 3 ★
C Duel Infantry 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Unlocks at 4 ★
C Duel Infantry 4Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Infantry Units Only
Unlocks at 5 ★
Time's Pulse 1At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 1 ★
Time's Pulse 2At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 2 ★
Time's Pulse 3At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 4 ★

Other Info

Fire Emblem: Three Houses

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