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Valentine's Líf

Analysis by lordhelpme
Valentine's Líf - Undying Ties Duo

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
158
HP 39
ATK 39
SPD 25
DEF 30
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 2 7 7
Middle 17 9 3 8 8
High 18 10 4 9 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 36 21 26 22
Middle 39 39 25 30 25
High 42 43 28 33 28

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

Remains of the Day (Offensive Nuke / Aether Raids Defense)

Build by lordhelpme
Recommended
Þjálfi A Atk/Def Push 4
Alternate: Death Blow 4
Positional Assist B Lull Atk/Res 3
Glimmer
Alternate: Moonbow
C Fatal Smoke 3
Alternate: Goad Cavalry
IVs

+ATK / -SPD

SDeath Blow 3
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Þjálfi

Assist: Positional Assist / No Assist / Flexible

Special: Glimmer / Moonbow  

Passive A: Atk/Def Push / Death Blow / AR-D Atk/Def

Passive B: Lull Atk/Res / Wings of Mercy 

Passive C: Fatal Smoke / Cavalry Buffs / Joint Drive Skills / Smoke Skills / Flexible

Sacred Seal: Death Blow / Hardy Bearing / Sturdy Blow / Heavy Blade 

  • Valentine’s Líf and Thrasir shine offensively by merit of their phenomenal Attack, effective five-tile range, and absurdly loaded exclusive weapon—and to top it all off, they make for an exceptional Aether Raids Defense pick as they can enable the Duo’s Hindrance structure. A +ATK IV is coveted over all else for maximum damage. 
  • For general usage, the Undying Ties Duo can safely use any positioning Assist—but for Aether Raids Defense, the choice is trickier and case-dependent given that it is necessary to account for how the AI prioritizes turn order. Potentially, they can go without one at all to avoid any mishaps.
  • Their native Atk/Def Push works excellently for a massive enhancement to their damage and physical durability, but Death Blow 4 is a suitable replacement to squeeze out a bit more of damage. AR-D Atk/Def is another candidate solely for the purpose of Aether Raids Defense, providing a substantial dual phase boost as long as enough structures remain standing.
  • Lull Atk/Res provides the greatest overall utility to Líf/Thrasir across all facets of the game—and fortunately comes packed in their base kit—through enemy buff nullification and further stat enhancements. Alternatively, Wings of Mercy may be taken within specific low HP compositions for surprise enemy snipes. 
  • Their C skill is quite flexible and will vary on where they are being used. Fatal Smoke is a deadly choice in Aether Raids Defense to punish sustain tanks, but other considerations include cavalry buffs for class-exclusive teams, Joint Drive skills for mutual buffing utility, and Smoke skills when refresher support is available.
  • Beyond Attack-enhancing Sacred Seals, Hardy Bearing works excellently to shut down Vantage strategies in Aether Raids Defense—and all but completely destroy Brave Ike combined with Þjálfi’s counter to damage reduction—as does Heavy Blade for faster Specials triggers. 

The Corpse Bride… and Groom? Kinda? (Enemy Phase Focus)

Build by lordhelpme
Þjálfi A Close Foil
Alternate: Close Counter
Positional Assist B Lull Atk/Res 3
Sol
Alternate: Bonfire
C Atk Smoke 3
Alternate: Res Smoke 3
IVs

+ATK or +DEF / -SPD

SMystic Boost 3

Show Explanation/Analysis

Weapon: Þjálfi

Assist: Positional Assist / Flexible

Special: Sol / Bonfire / Moonbow

Passive A: Close Foil / Close Counter / Atk/Def Push

Passive B: Lull Atk/Res 

Passive C: Atk Smoke / Smoke Skills / Flexible

Sacred Seal: Mystic Boost / Sturdy Stance / Fierce Stance / Atk/Def Solo 

  • This set presents an alternative take to Líf/Thrasir’s typical playstyle for general play, aiming to make the most of their reasonable physical bulk, built-in follow-ups (thus bypassing the need for Quick Riposte), and complementary stat boosts. For their IVs, a +ATK IV once again works well, but +DEF may be considered to reduce physical damage.
  • Sol imparts the Undying Ties Duo with ever-useful healing to supplement his defensive capabilities; this allows them to further mitigate damage taken. For damage-oriented options, Bonfire and Moonbow are suitable Specials. 
  • Being able to counterattack regardless is crucial for Líf/Thrasir’s versatility, so either Close Foil or Close Counter—whichever is available or preferred—remains their ideal A skills but their base Atk/Def Push is a potential budget skill. Their native Lull Atk/Res is stellar to obtain a greater stat advantage over their foe. 
  • Smoke skills bolster their tanking ability through the potent AoE debuffs they apply, with Atk Smoke and Res Smoke are especially notable for boosted survivability and damage respectively. Their Sacred Seal slot—since they have no use for Quick Riposte—can be filled by either Mystic Boost for sustain or anything that enhances the Duo’s key stats.

Strengths

Þjálfi

Valentine’s Líf and Thrasir are defined by the varied effects of their exclusive Þjálfi. Packed with guaranteed follow-up attacks, a method of partially bypassing damage reduction, and a massive helping of in-combat stat boosts, the Undying Ties Duo benefit from overwhelming offensive consistency—all on top of an easily enabled activation requirement. 

Even Þjálfi’s main caveat—a whopping 20 points of chip damage to the nearest ally within three spaces—isn’t really that much of a detriment and can even be used to one’s advantage to trigger low HP-dependent abilities like Vantage, as well as Líf and Thrasir’s own Duo skill. 

Fantastic Attack & Reasonable Bulk

The Undying Ties Duo can fortunately leverage the effects of Þjálfi to great effect by merit of their phenomenal base Attack; with a base value of 39 in addition to a four-point Asset, Valentine’s Líf and Thrasir can quickly chunk high amounts of enemy health. On top of this, they also have sufficient bulk to take an enemy hit or two without running the risk of outright dying.

Duo Hero

Líf/Thrasir’s status as a Duo Hero remains a great boon in their favor for a number of reasons. Beyond their unparalleled scoring potential in Colosseum modes, they can also enable the usage of Duo-related structures in Aether Raids—most notably, Duo’s Hindrance given their ability to fit right into cavalry lines and exceptional offensive capability. 

Their own Duo skill is an added bonus for free chip damage and debuffs on nearby foes, but is not necessarily a central aspect of their kit. 

Cavalry Benefits

As a cavalry unit, Valentine’s Líf and Thrasir have the advantage of exceptional mobility and reach; with an effective five-tile range, the pair can easily impose strong offensive pressure. This also lets them fit right at home alongside other mounted allies via class-exclusive buffs.

Weaknesses

Unimpressive Speed 

Líf/Thrasir’s disappointing base Speed of 25 renders them heavily reliant on Þjálfi’s built-in follow-up attacks to consistently double, even with the supplemental +6 Speed boost this weapon provides. This, in turn, makes foes who can bypass this effect—most notably, those equipped with Null Follow-Up—incredibly crippling as they quickly neuter much of the duo’s combat effectiveness. 

Cavalry Drawbacks

Being a cavalry unit imposes some restrictions on Valentine’s Líf and Thrasir, such as hampered mobility by certain terrain, a debilitating weakness to effective damage, and a lack of good skill accessibility outside of the Lull skill-line. 

Weapon Skills

Weapons SP Rng. Mt.
Flux
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Ruin
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Fenrir
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Þjálfi

Grants Atk+3. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+6 to unit during combat, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's "reduce damage by X%" skills by 50%, but after combat, if unit attacked, deals 20 damage to nearest ally. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead.)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
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/Def Push 1

At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Def Push 2

At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Def Push 3

At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Def Push 4

At start of combat, if unit's HP ≥ 25%, grants Atk/Def+7, but if unit attacked, deals 5 damage to unit after combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Lull Atk/Res 1

Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
60
B
Lull Atk/Res 2

Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Atk/Res 3

Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Fatal Smoke 1

If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target.

【Deep Wounds】

Unit's HP cannot be healed through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
C
Fatal Smoke 2

If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.

【Deep Wounds】

Unit's HP cannot be healed through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
C
Fatal Smoke 3

Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.

【Deep Wounds】

Unit's HP cannot be healed through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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