GamePress

Fallen Dimitri

Analysis by raelet
Fallen Dimitri - Savage Boar

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
177
HP 40
ATK 42
SPD 40
DEF 38
RES 17

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 11 6 11 3
Middle 18 12 7 12 4
High 19 13 8 13 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 36 35 13
Middle 40 42 40 38 17
High 43 46 43 41 20

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

How Can My Little Dimitri Be This Bloodthirsty? (Ninja Yari)

Build by raelet
Recommended
Ninja Yari+
Alternate: Brave Lance+
A Flashing Blade 4
Alternate: Atk/Spd Solo 4
Shove B Murderous Lion
Alternate: Null Follow-Up 3
Galeforce
Alternate: Moonbow
C Odd Tempest 3
Alternate: Def Smoke 3
IVs

+SPD or +ATK / -HP

SAtk/Spd Solo 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Ninja Yari+

Assist: Shove

Special: Galeforce / Moonbow

Passive A: Flashing Blade 4 / Atk/Spd Solo

Passive B: Murderous Lion

Passive C: Odd Tempest / Def Smoke

Seal: Atk/Spd Solo / Flashing Blade

  • Here is a chart comparing Ninja Yari builds to Dimitri's base kit:
     
  • Ninja Yari allows Dimitri to not only charge his special quickly (particularly when utilizing Flashing Blade 4, as it is part of Ninja Navarre's kit and can be inherited in one go along with Ninja Yari), but also circumvents enemy Follow-Up denial almost as well as Vengeful Lance.
  • For this, Dimitri loses -2 Speed and -14 Attack as opposed to running Vengeful Lance, but gets to attack twice. Surprisingly, this seems to actually be worthwhile, due to Special acceleration which allows Dimitri to be flexible in which Special he chooses to run. As long as the -2 Speed doesn't affect Fallen Dimitri's ability to double, then Ninja Yari will be the better choice.
  • Assuming Vengeful Lance Dimitri runs Flashing Blade in his Seal slot and Ninja Yari Dimitri runs Atk/Spd Solo in his Seal slot... Ninja Yari Dimitri still outdamages Vengeful Lance due to the additional +4 damage/-1 Speed difference in the Flashing Blade4+Atk/Spd Solo Seal vs Atk/Spd Solo4+Flashing Blade seal
  • The only thing to take note is the Speed loss, particularly in the Galeforce build. Since Dimitri gives up an additional Speed-stacking slot to run Flashing Blade, it becomes harder for him to make those Speed checks with 47 effective Speed before the Sacred Seal.
     
  • If you don't have Ninja Yari then Dimitri can run Brave Lance, but the Speed check grows even harder to beat, with a -9 Speed compared to Ninja Yari and -11 compared to Vengeful Lance. For a Brave Lance set, you'll want to keep Atk/Spd Solo 4 in his A slot and run Flashing Blade in his Seal slot with Moonbow, which allows him to activate Moonbow on the second hit vs opponents with 44 or Speed or less.
  • Dimitri's Murderous Lion B slot makes Brave Lance builds very attractive due to his Firesweep effect and his debuffs, as well as his ability to use Canto to get out of the way for the subsequent Enemy Phase.

No Talk To Me I'm Angy (Player Phase Offensive)

Build by raelet
Recommended
Vengeful Lance
Alternate: Slaying Lance+ (+Spd)
A Atk/Spd Solo 4
Alternate: Life and Death 4
Shove B Murderous Lion
Galeforce
Alternate: Glimmer
C Time's Pulse 3
Alternate: Odd Tempest 3
IVs

+ATK or +SPD / -HP or -DEF

SHeavy Blade 3 / Flashing Blade 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Vengeful Lance / Slaying Lance (+SPD)

Assist: Shove

Special: Galeforce / Glimmer

Passive A: Atk/Spd Solo / Life and Death 4 / Flashing Blade 4

Passive B: Murderous Lion

Passive C: Time's Pulse / Odd Tempest

Seal: Flashing Blade / Atk/Spd Solo / Quickened Pulse

  • Despite Fallen Dimitri's B slot making him perfect for a Galeforce build, his Vengeful Lance doesn't seem to want to cooperate. While it might seem ridiculous to replace his 19 mt Atk/Spd Solo lance with Slaying Lance, it's ultimately the only way that Dimitri can guarantee a Galeforce activation in two hits unless you inherit the costly Time's Pulse, which overrides his Odd Tempest and reduces the efficiency of the Canto effect in his B slot. Note that replacing Vengeful Lance with Slaying Lance (+SPD) drops his Speed by 3, so it's likely better to do this on a Dimitri with a +SPD boon.
  • It's Curtains is also an option which resolves a lot of Dimitri's cooldown issues, but like Quickened Pulse, it only offers him cooldown reduction once. This can be fine in a short-term mode, but for any map that takes more than a single turn to resolve, Dimitri's efficiency decreases drastically after his first turn of Galeforce activation.
  • Even with inheritance offering him -1 on his Special, Dimitri still needs Heavy Blade or Flashing Blade in his A or Seal Slot to activate while he doubles his opponent. Since doubling requires his Speed to be 5 higher than his opponent anyway, Flashing Blade synergizes with his playstyle a bit more.
  • Once all that is out of the way though, Dimitri becomes a proper menace, with repeated Galeforce activations and Canto, which allows him to retreat back to safety after engaging.
     
  • Note that Canto's interactions with Galeforce are a bit odd: the skill activates after the character has ended their final action for the turn (after the free Galeforce turn) and uses the character's remaining movement after the action is completed. The unit must complete an action (attacking, assist skill, terrain destruction) in order for Canto to activate. For example: Dimitri without Odd Tempest (2 tile movement) moves 2 spaces and engages an opponent and activates Galeforce. Then his turn is refreshed and he moves 1 space to Shove his ally out of the way. Then Canto activates, granting him 2 additional spaces (his 1 remaining movement + 1 extra) of movement for the turn.
  • For this reason, Shove is Dimitri's best Assist slot - he can keep his Solo activations by Shoving away his allies and can further utilize Shove as a way to gain additional movement via the Galeforce+Canto combination, without putting his ally behind him, potentially in danger, with a skill like Reposition.
  • Alternatively, just run his base kit with Shove, which also works, just not as efficiently as Galeforce. This allows Dimitri to run Atk/Spd Solo in his seal slot for more damage and higher Speed checks, while Canto still grants him some movement after his initial attack - it just doesn't allow him to attack again. Note that without Heavy or Flashing Blade in his seal slot, Dimitri cannot unleash Glimmer in a single round of combat due to his lack of cooldown mitigation.
  • We can all thank IS for giving Dimitri Atk+3 instead of Slaying on his weapon and complicating all of Dimitri's builds as a result.

Strengths

Murderous Lion

Fallen Dimitri's prf skill, Murderous Lion, is unique among its kind. This grants Fallen Dimitri a Canto skill, which allows him to use his unused movement+1 after he completes an action (a combat, assist, or terrain destruction - simply ending your turn doesn't count). This makes Fallen Dimitri the only infantry unit in the game able to use Canto skills, which grants him fantastic support ability and mobility for your team.

It also prevents the foe from counterattacking, essentially turning him into a Firesweep user. Because of this, he is formidable on Defense teams and shines during the Player Phase.

Attack and Speed

Dimitri's stats and skills solidly place him above average in the pack - his Attack is monstrously high at 42, his Speed is also very high at 40. His skills and prf are all heavily invested into Attack and Speed, granting him insane amounts of both to destroy everything in his Player Phase without fearing counterattacks.

In addition, his prf weapon, the Vengeful Lance, allows him to somewhat-circumvent followup denial by dealing 150% of his normal damage in a single hit to enemies who prevent his followup attacks, such as enemies running Wary Fighter or Sturdy Impact.

Weaknesses

Unbalanced Defenses

Like every Dimitri alt, Fallen Dimitri suffers from an abysmally low Resistance stat, making him extremely squishy to mages and dragons. He will be very vulnerable to magical damage if left out in Enemy Phase. This hurts his viability as an offensive unit in Aether Raids, since many enemy threats are magical and Dimitri's Murderous Lion movement generally won't grant him enough mobility to defeat an opponent and then retreat to safety through a convoluted enemy defense.

Strange Overall Kit

Fallen Dimitri is... straightforward but strange in how little he challenges the current meta.

The idea seems to have been for him to be a threatening Player Phase Firesweep user, but without a built-in cooldown acceleration or a Slaying effect, he has a difficult time activating the Galeforce Special and solidifying his role as a multi-turn, far-reaching threat. In this, even his Legendary alt surpasses him, as Legendary Dimitri's Areadbhar has a Slaying effect and additionally has 1 higher Speed.

Fallen Dimitri's prf weapon is also strange in that it only grants a roundabout form of Null Follow-Up, a meta skill for high Speed units to ensure that their Speed isn't wasted by opponent follow-up denial. Instead of nullifying follow-up denial, Fallen Dimitri simply does 150% damage in a single hit, which ultimately results in a net loss of 25% of his total potential damage, as well as losing opportunities to activate powerful Specials. Null Follow-Up has been on several prfs in the past, including Legendary Claude's Failnaught, so it's odd that Fallen Dimitri's Vengeful Lance would have this Def-based workaround. In addition, the additional damage boost is highly conditional and only activates in a small percentage of situations, despite Valentian Catria having the effect be unconditional on her own prf, released over a year and a half prior to Fallen Dimitri.

Finally, there is his B slot skill, which can be oppressive but ultimately the non-stat effect only benefits him during his Player Phase, leading him to be highly phase-dependent. Running meta skills like Spurn or, ironically, Null Follow-Up, to utilize his high Speed in order to mitigate some of the damage he takes means removing his prf B slot skill and abandoning what makes him unique.

Ultimately, Dimitri has potential and is far better of a unit than the vast majority of other infantry lance units, but the lack of meta skills or effects built into his kit means that he will struggle in high-end content in relation to more meta-focused units such as Legendary Dimitri, Mareeta, or F Kris.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Vengeful Lance

Grants Atk+3. If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Atk > foe's Def during combat and unit cannot make a follow-up attack, deals damage = 50% of unit's Atk minus foe's Def.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Glimmer

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Spd Solo 1

If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.

Unlocks at 2 ★
60
A
Atk/Spd Solo 2

If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.

Unlocks at 3 ★
120
A
Atk/Spd Solo 3

If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Solo 4

If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Murderous Lion

Enables【Canto (Rem. +1)】.  If unit is not adjacent to an ally, inflicts Spd/Def-3 on foe during combat and foe cannot counterattack.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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 again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Odd Tempest 1

At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 1 ★
60
C
Odd Tempest 2

At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 2 ★
120
C
Odd Tempest 3

At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)

Melee Infantry & Melee Flying Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

Banners Featured In