- Default
- Attack
- Special
- Injured
Pirate Darros - Seawalker |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | |||||
Middle | 20 | 10 | 6 | 9 | 6 |
High |
HP | ATK | SPD | DEF | RES | |
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Low | |||||
Middle | 46 | 36 | 32 | 37 | 21 |
High |
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
Prince Marth Sends his Regards (Physical Tank)
Deck Swabber+ (+Def) Alternate: Huge Fan+ (+Def) |
A | Sturdy Stance 3 Alternate: Distant Foil |
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Positional Assist | B | Quick Riposte 3 Alternate: Lull Atk/Spd 3 |
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Noontime Alternate: Bonfire |
C | Pulse Smoke 3 Alternate: Odd Def Wave 3 |
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IVs | +ATK or +DEF / -RES | S | Sturdy Stance 2 Alternate: Even Def Wave 3 |
Weapon: Deck Swabber+ (+Def) / Huge Fan+ (+Def) / Guard Axe+ (+Def)
Assist: Positional Assist
Special: Noontime / Sol / Bonfire
Passive A: Sturdy Stance 3 / Steady Stance 4 / Distant Foil / Steady Stance 3
Passive B: Quick Riposte / Lull Atk/Spd / Lull Atk/Def
Passive C: Pulse Smoke / Odd Def Wave / Atk Smoke
Sacred Seal: Sturdy Stance 2 / Even Def Wave / Quick Riposte
- Darros can be built around his high physical Defense and Attack to function as a strong Enemy Phase defensive unit. The choice of weapon can vary depending on preference and Skill availability. Darros’ default Deck Swabber is an excellent weapon to take advantage of as it inflicts -5 Attack/Defense on the opponent while ignoring their displayed buffs to said stats if Darros is not adjacent to an ally during combat. Huge Fan can give +4 Attack/Defense and additional cooldown charges when Darros is attacked so long as he has a displayed bonus applied on himself. If desiring the Guard effect but are unable to utilize a Tier 4 Stance Skill, Guard Axe can be the next best option.
- For the Special of choice, Noontime and Sol can be taken to focus on healing Darros and taking advantage of his Attack stat to rely on for damage output. Bonfire on the other hand can result in heavy burst damage when it activates.
- Steady Stance 4 and Sturdy Stance 3 are excellent Skill options that give bonus stats during the Enemy Phase, while also possessing a Guard effect that can prevent enemies from charging their Specials. Distant Foil can be taken instead which allows Darros to counterattack against physical ranged opponents. Steady Stance 3 can be used as a budget option, though unlike the Tier 4 Stances, it does not possess a Guard effect.
- Quick Riposte should be used in the B Passive in order to give Darros a means of securing follow-up attacks in the Enemy Phase as he will likely not possess the natural Speed to secure follow-up attacks. Lull Atk/Spd can be a viable alternative that allows Darros to add Speed displayed buff ignoring to his repertoire, while Lull Atk/Def can be great when using a weapon other than Deck Swabber.
- Pulse Smoke or Atk Smoke can be used, either to prevent opponents from charging their Special attacks or abusing preemptively charged Specials from occurring, or to inflict Attack debuffs on nearby opponents. Darros’ default Odd Def Wave is not only a useful budget Skill, but it can have solid synergy with Huge Fan if that is the weapon of choice as it can guarantee that the weapon’s effect is in play on odd turns.
- The Sturdy Stance Sacred Seal capitalizes further on Darros’ Attack and Defense with a further boost. If Odd Def Wave is being used in the C Passive, the Even Def Wave Seal can be used to guarantee that regardless of the turn, Darros will receive a Defense buff from the two Wave Skills. If Darros is not running Quick Riposte in his B Passive, it is recommended to use the Quick Riposte Sacred Seal.
Set sail for Fire Emblem! It’s the name of the treasure in the Grand Line! (Speed Investment)
Deck Swabber+ (+Spd) | A | Atk/Spd Solo (3 or 4) Alternate: Atk/Def Solo 4 |
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Positional Assist | B | Spurn 3 Alternate: Lull Spd/Def 3 |
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Moonbow Alternate: Noontime |
C | Atk Smoke 3 Alternate: Spd Smoke 3 |
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IVs | +SPD / -RES or -HP | S | Spd/Res Solo 3 |
Weapon: Deck Swabber+ (+Spd)
Assist: Positional Assist
Special: Moonbow / Noontime / Sol
Passive A: Atk/Spd Solo (3 or 4) / Atk/Def Solo (3 or 4) / Spd/Def Solo / Fury (3 or 4)
Passive B: Spurn / Wrath / Lull Spd/Def / Lull Atk/Spd
Passive C: Atk Smoke / Spd Smoke / Odd Def Wave
Sacred Seal: Spd/Res Solo
- A player can choose to invest in Darros’ otherwise middling Speed and turn it into something quite respectably high. Due to the nature of Deck Swabber already forcing Darros to not be adjacent to an ally in order to reap the full rewards of the weapon, adding Solo Skills into the mix can result in some strong generalist stats. A Speed refined Deck Swabber will be used in this build in attempt to score some natural follow-up attacks with the aid of other Skills.
- Moonbow offers stable damage output with its ability to bypass 30% Defense on activation, while Noontime and Sol are excellent low cooldown sources of self healing.
- Atk/Spd Solo will be the most ideal A Passive due to its high boosts in both Attack and Speed, capitalizing on not only Darros’ damage output but also his ability to score follow-up attacks. Atk/Def Solo and Spd/Def Solo are some other options that can be taken advantage of and that Darros would appreciate. If Solo Skills are not available for Darros to use, Fury can be taken on a budget for a general stat boost.
- If one is confident with how far Darros’ Speed can be taken, a Speed based damage reduction Skill such as Spurn can be used to take advantage of reducing heavy damage that Darros would have otherwise suffered. Wrath can be another solid option that also happens to be accessible through Astram in the Heroic Grail shop, as it can result in powerful Special activations with the 10 bonus damage on activation. Lull Spd/Def and Lull Atk/Spd add the ability for Darros to ignore displayed Speed bonuses on the opponent while also inflicting Speed debuffs alongside further debuffs to whichever second stat the Lull Skill possesses.
- Atk Smoke and Spd Smoke make good C Passive options, with Atk Smoke being able to reduce enemy Attack and result in Darros shrugging off blows easier. Spd Smoke on the other hand reduces enemy Speed and makes it more likely for Darros to secure a follow-up attack. Odd Def Wave can be taken as his base Skill if no other options are currently available.
- The Spd/Res Solo Sacred Seal is the perfect compliment for this build as it follows on Solo Skills to begin with. It will further boost Darros’ Speed while also giving him a decent boost in his Resistance which might come in handy. If other Speed based Solo Sacred Seals are released in the future, they may end up as better options than this Seal as the Resistance may not always be taken advantage of.
Strengths
High Physical Capabilities
With a solid Attack stat of 36, and his equally as strong Defense stat of 37, Darros is no slouch when it comes to taking a physical hit and dishing out punishment in return to pesky scalawags. His high Defense combined with his 46 HP means that building upon his defensive capabilities will result in a swashbuckling surprise for those that try to lay a finger on him.
Middling Speed can be Improved Upon
Darros isn’t quite the swiftest wind on the seven seas, but with enough aid, even his base Speed of 32 can be improved upon with the right Skills and a Speed refined weapon. This can result in some builds that take the otherwise middling Speed of Darros and make it fly farther than expected, especially against other middling Speed opponents that have chosen to not invest in their Speed stat.
Weaknesses
Two can play at That Game
Unfortunately for Darros, his status as an axe infantry that does not have a unique weapon of his own means that he does not have any true long lasting uniqueness to his name. While his stats are quite potent, he faces direct competition from other axe infantry units with roughly the same base stat totals as him which include but are not limited to Ross, Echidna, and Mustafa.
Low Resistance
In exchange for most of his stats being in solid values, Darros sports a lower end Resistance stat of 21, which will either require some assistance in patching up if one expects Darros to deal with magical damage, or to just avoid taking hits from magical damage dealing opponents altogether.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Axe Learns by default at 1 ★ Unlocks at 1 ★
Inheritable by Axe users only.
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50 | 1 | 6 |
Steel Axe Learns by default at 3 ★ Unlocks at 2 ★
Inheritable by Axe users only.
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100 | 1 | 8 |
Deck Swabber If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Learns by default at 4 ★ Unlocks at 3 ★
Inheritable by Axe users only.
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200 | 1 | 10 |
Deck Swabber+ If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Learns by default at 5 ★ Unlocks at 5 ★
Inheritable by Axe users only.
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300 | 1 | 14 |
Available Rearmed Weapons |
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Arcane Þrima |
Arcane Downfall (+Def) |
Arcane Downfall (+Res) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Support Skills
Support Skills | Rng. | SP |
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Shove Push adjacent ally 1 space farther away. Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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Earth Boost 1 If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat.
Inheritable by all units.
Unlocks at 3 ★ |
50 | A |
Earth Boost 2 If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
100 | A |
Earth Boost 3 If unit has at least 3 more HP than enemy at the start of combat, unit receives def+6 during combat.
Inheritable by all units.
Unlocks at 5 ★ |
200 | A |
Odd Def Wave 1 At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 1 ★ |
60 | C |
Odd Def Wave 2 At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
Odd Def Wave 3 At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
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