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Analysis by Wecondo12
Groom Saul - Minister of Love

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
158
HP 37
ATK 33
SPD 37
DEF 16
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 14 10 10 2 4
Middle 15 11 11 3 5
High 16 12 12 4 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 29 34 12 32
Middle 37 33 37 16 35
High 40 36 40 19 39

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

Staff Cavalier.Exe (Offense)

Build by Wecondo12
Recommended
Dazzling Witchy Wand+
Alternate: Dazzling Palm Staff+
A Atk/Spd Solo (3 or 4)
Alternate: Atk/Spd Push 4
Restore+
Alternate: Return+
B Wrathful Staff 3
Miracle C Odd Recovery 3
IVs

+ATK or +SPD / -DEF

SLive to Serve 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Dazzling Witchy Wand / Dazzling Pain / Dazzling Palm Staff / Dazzling Melancholy

Assist: Restore+ / Return+

Special: Miracle

Passive A: Atk/Spd Solo 3 or 4 / Atk/Spd Push 4

Passive B: Wrathful Staff

Passive C: Odd Recovery / Preference

Sacred Seal: Live To Serve / Savage Blow / Distant Guard / Atk/Spd Solo / Atk/Res Solo

  • Saul’s offensive spread is quite good among the staff cavalier lineup, meaning he can run the usual offensive set many staff units use to great success.
  • The combination of either a Dazzling weapon and the Wrathful Staff B slot skill or Dazzling Staff B slot skill and a Wrathful Staff weapon is ideal to give Saul the Wrathful Dazzling combination. Just use which of the two is available(or your favorite if you have both).
  • Saul’s best assist for general use purposes is Restore, but if one wishes to use him on an AR-D team, his innate Return is a better choice.
  • Staff users have a plethora of great weapons at their disposal, such as the Witchy Wand(Or Melancholy if you wanna be less fancy) which shuts down the foe’s specials, the Pain staff which inflicts passive damage after combat(increasingly valuable with bulky abominations like Fallen Edelgard running around), and the Palm Staff, which lets Saul debuff the foe’s Attack and Speed by 5, which gives him more follow-up attacks while reducing the damage he takes.
  • Offensive A slot skills such as Atk/Spd Solo and Atk/Spd Push are ideal to give Saul a substantial offensive boost during Player Phase.
  • Saul’s innate Odd Recovery is a great skill, giving his allies a significant amount of healing in addition to removing their status conditions during odd turns.
  • Finally, Saul’s sacred seal slot can be devoted to either utility(Distant Guard/Live to Serve) or Offense(Solo Seals), the choice is mainly up to preference.

The Longshoreman (Support)

Build by Wecondo12
Dazzling Tannenbaton+
Alternate: Dazzling Pain+
A Fort. Def/Res 3
Alternate: Def/Res Bond 3
Restore+ B Sabotage Atk 3
Miracle
Alternate: Windfire Balm+
C Odd Recovery 3
IVs

+RES

SDistant Guard 3

Show Explanation/Analysis

Weapon: Dazzling Tannenbaton / Dazzling Pain

Assist: Restore+

Special: Miracle / Windfire Balm+

Passive A: Fort. Def/Res 3 / Def/Res Bond 3

Passive B: Sabotage Atk / Wings of Mercy

Passive C: Odd Recovery / Preference

Sacred Seal: Distant Guard / Drive Atk

  • Saul can run a full support build reasonably effectively thanks to his decent Resistance and access to a fantastic support weapon in the Tannenbaton, which grants alies within 2 spaces the Guard effect and a boost in defenses. However, the Tannenbaton is a seasonal locked weapon that is difficult to obtain, so the Pain staff is a workable substitute.
  • Restore is generally the best choice of assist for staff users as it allows them to remove their teammate’s debuffs on demand(excluding Isolation) while also healing a decent amount of HP.
  • Fort Def/Res enhances Saul’s already good Resistance and makes him an even better user of Sabotage skills. Def/Res Bond is a fine option on a budget as well.
  • Sabotage skills allow Saul to inflict debuffs on distant foes as long as two or more of them are adjacent to each other and have lower Resistance than Saul, giving his allies an advantage when fighting them(although one must be wary of debuff absorption sources such as Fallen Ike and Unity Skills). Wings of Mercy allows Saul to teleport to an injured ally and heal them, which can be useful in certain situations, but Sabotage is typically a better option unless you’re on a budget.
  • Saul’s innate Odd Recovery is an excellent choice of C slot for any staff user, but it can still be replaced according to player preference.
  • Finally, support skills such as Distant Guard and Drive Atk round off Saul’s kit, giving his allies an additional +4 Defense and Resistance when they’re attacked by a ranged foe or a +3 Attack bonus as long as his allies are within 2 spaces of him.

Strengths

Wrathful/Dazzling Combination

The Wrathful/Dazzling combination is extremely potent offensively, and giving staff users access to drawback free Firesweep weapons that deal magic based damage makes them dangerous to take on during Enemy Phase without Null C-Disrupt, which is typically overshadowed by Null Follow-up due to the omnipresence of automatic follow-up attack juggernauts such as Duessel, Legendary Sigurd, and Fallen Edelgard who are difficult to stop without it(or in the case of Fallen Edelgard, difficult to stop even with it).

Statline

Saul has a combination of decent Attack and Speed as well as high Resistance, giving him a good baseline for dishing out damage and tanking magic-based hits.

Weaknesses

Terrible Defense

Saul’s 16 base Defense makes him unlikely to survive physical attacks unless they’re coming from Anna. Most competent physical attackers will have no problems KO’ing Saul in one hit, with or without effective damage.

Effective Damage

Saul’s status as a cavaliers is a massive boon, giving him fantastic threat range to abuse the Wrathful/Dazzling combination with. However, this comes at the cost of a weakness to effective weapons, all of whom can either KO Saul in a single hit or damage him heavily.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Learns by default at 1 ★
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
Observant Staff

If unit is within 3 spaces of two allies in a support-partner pair (excluding unit), grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

Learns by default at 4 ★
Unlocks at 4 ★
Restricted to units that use a Staff.
200 2 8
Observant Staff+

If unit is within 3 spaces of two allies in a support-partner pair (excluding unit), grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Heal

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50
Reconcile

Restores 7 HP to unit and target ally.

Learns by default at 3 ★
1 100
Return

Restores 8 HP to target ally and target ally moves to opposite side of unit.  

If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)

Learns by default at 4 ★
1 200
Return+

Restores HP = 50% of unit's Atk (min 8 HP) to target ally and target ally moves to opposite side of unit.  

If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)

Learns by default at 5 ★
1 300

Special Skills

Special Skills SP Turns
Imbue

When healing an ally with a staff, restores an additional 10 HP to target ally.

Learns by default at 4 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
50 1
Still-Water Balm

When healing an ally with a staff, grants Res+4 to all allies for 1 turn.

Learns by default at 5 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
150 1
Deluge Balm

When healing an ally with a staff, grants Spd/Res+4 to all allies for 1 turn.

Unlocks at 4 ★
Restricted to units that use a Staff.
200 1
Deluge Balm+

When healing an ally with a staff, grants Spd/Res+6 to all allies for 1 turn.

Unlocks at 5 ★
Restricted to units that use a Staff.
300 1

Passive Skills

Passive Skills SP Slot
C Duel Cavalry 1

Grants 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.)

Only inheritable by cavalry units.
Unlocks at 2 ★
70
A
C Duel Cavalry 2

Grants 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.)

Only inheritable by cavalry units.
Unlocks at 3 ★
150
A
C Duel Cavalry 3

Grants 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.)

Only inheritable by cavalry units.
Unlocks at 4 ★
300
A
C Duel Cavalry 4

Grants 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.)

Only inheritable by cavalry units.
Unlocks at 5 ★
300
A
Odd Recovery 1

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 5 HP to those units.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Restricted to units that use a Staff.
Unlocks at 1 ★
60
C
Odd Recovery 2

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 10 HP to those units.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Restricted to units that use a Staff.
Unlocks at 2 ★
120
C
Odd Recovery 3

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 20 HP to those units.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Restricted to units that use a Staff.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Binding Blade

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