- Default
- Attack
- Special
- Injured




Zelgius - Jet-Black General |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 21 | 9 | 6 | 9 | 5 |
Middle | 22 | 10 | 7 | 10 | 6 |
High | 23 | 11 | 8 | 11 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 43 | 33 | 30 | 35 | 18 |
Middle | 46 | 36 | 33 | 38 | 21 |
High | 49 | 39 | 36 | 41 | 24 |
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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Skill Sets
I’ll protect you, maiden (AR Offense ‘support’)
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Alondite (+Eff) | A | Atk/Def Unity Alternate: Sturdy Stance 3 |
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Swap | B | Special Fighter 3 |
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Black Luna | C | A/D Near Save 3 Alternate: D/R Near Save 3 |
IVs | +ATK or +SPD or +DEF | S | Mystic Boost 3 Alternate: Atk/Def Solo 3 |
Preferred IV: +ATK or +SPD or +DEF
- Since Zelgius isn’t suited to take the heat of heavy magic damage in Aether Raids, this set primarily focuses on boosting Attack and Defense to protect ranged units from physical threats and ideally one-shotting them in retaliation.
Weapon: Alondite (+Eff)
- Although the inherent Distant Counter might go to waste in this circumstance, the refine for Special cooldown acceleration as well as +4 to all stats makes Alondite the ideal weapon.
Assist: Swap / Pivot
Special: Black Luna
- The choice Special in making sure your opponent is removed in a single strike regardless of their physical bulk by removing 80% of their Defense.
Passive A: Atk/Def Unity / Atk/Def Ideal / Sturdy Stance 3 / Fierce Stance
- Enemy Phase-oriented skills that boost Attack and Defense are the ideal choice here. Atk/Def Unity makes for an especially effective option, as it can have Zelgius draw the attention of debuffs away from his allies while boosting himself and respecting the same condition as his Save skill.
- Don’t have any of these fancy tier 4 skills? Well, Zelgius’ native Fierce Stance will do just fine in the meantime.
Passive B: Special Fighter
- Provides the Special cooldown acceleration needed in order to instantly retaliate with Black Luna as well as Guard.
Passive C: Near Save skills
- Near Save skills, ideally Atk/Def Near Save are the key to this build, as they allow Zelgius to enter combat in place of any allies within 2 spaces against melee foes.
Sacred Seal: Mystic Boost / Atk/Def Solo / Sturdy Stance
- Since Black Luna is a purely offensive Special, Mystic Boost can provide a bit of the healing that Zelgius may need after combat.
- Any skill that further boosts Zelgius’ key stats of Attack and Defense makes for a suitable choice of Sacred Seal.
Interesting Maneuver (Arena focus)
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Alondite (+Eff) | A | Atk/Res Unity Alternate: Mirror Stance 3 |
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Rally Up Atk+ Alternate: Harsh Command+ |
B | Warp Powder |
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Black Luna | C | A/R Far Save 3 Alternate: Armor March 3 |
IVs | Preferred IV: +ATK or +SPD | S | Mystic Boost 3 Alternate: Armor March 3 |
Preferred IV: +ATK or +SPD
- In this case, matching Speed with your opponent to avoid being doubled becomes a lot more important.
Weapon: Alondite (+Eff)
Assist: Rally+ skills
- Any form of maximum SP skills including Rally+, Rally up, or alternative skills such as Harsh Command+ make for suitable assist skill options.
Special: Black Luna / Aether
- Naturally, Black Luna remains the best choice of Special on account of its SP cost as a personal skill. However, regular 500 SP Specials such as Aether serve as valid alternatives.
Passive A: Unity Skills / Sturdy/Mirror Stance 3 / Bond skills
- Since most mages aren’t built for
Passive B: Warp Powder
- Is it a shame to use such an underwhelming skill for the sake of maximizing scoring potential? Yes it is but you might still find some use out of the additional movement options provided by Zelgius’ personal skill, Warp powder.
Passive C: Save skills / Armor March / Armor Stride
- Being free to focus more on Resistance in arena, you’re also free to make use of both close and distant save skills.
- If you’re using more than one armored unit, Armor March in the seal slot will provide a ton of utility in boosting the movement of Zelgius and his adjacent allies.
- Alternatively, you can have Zelgius boost his own movement with the solo condition of Armor Stride.
Sacred Seal: Mystic Boost / Armor March / Max SP stat boosters
- If not already used in the C slot, Armor March can also be used here.
- Any form of maximum SP simple stat boosters such as Atk/Def or Atk/Spd solo also make for solid Seal slot options.
Strengths
Alondite
Any given weapon in FEH can be littered with lines and lines of text but sometimes, all it really needs is that one thing. That one thing is Special cooldown acceleration -1. You can now refine Alondite to have the effect of slaying as well as +4 to all stats on top of its inherent Distant Counter.
Black Luna
Zelgius’ unique Special and a premium in pure firepower by resolving combat as if his opponent’s defense is reduced by 80%. Though keep in mind, this does not cut through damage reduction skills which can completely ruin the OHKO potential.
Armored Strength
Don’t let people tell you that being an Armored unit is bad. Exclusive access to tools such as the impressive array of skills that end in “Fighter” or more recently, the new Savior skills make them more than worth using.
Weaknesses
Poor Resistance
This is why Zelgius is the Savior bot and not the primary tank. Strong offense-oriented magic users will vaporize Zelgius faster than he can protect himself with his less-than-stellar 21 base Resistance.
Armored Weakness
Perhaps Brave Hector and Brave Edelgard have ascended to a higher plane of existence but naturally low movement options and vulnerability to effective damage have been the staple armored unit weaknesses since day 1.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Enables counterattack regardless of distance if this unit is attacked. Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Éljúðnir |
Special Skills
Special Skills | SP | Turns |
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![]() Resolve combat as if foe suffered Def/Res-30% Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Resolve combat as if foe suffered Def/Res-50% Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Resolve combat as if foe suffered Def/Res-80%. (Skill cannot be inherited.) Unlocks at 5 ★ Non-Inheritable skill.
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500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If foe initiates combat, grants Atk+2 during combat. Non-inheritable by Staff-wielding units.
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50 | A |
![]() If foe initiates combat, grants Atk+4 during combat. Non-inheritable by Staff-wielding units.
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100 | A |
![]() If foe initiates combat, grants Atk+6 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | A |
![]() If unit's HP ≥ 80%, unit can move adjacent to any ally within 2 spaces. Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() 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.
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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: Radiant Dawn
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