- Default
- Attack
- Special
- Injured
Arthur (Genealogy) - Furious Mage |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 11 | 10 | 5 | 2 |
Middle | 18 | 12 | 11 | 6 | 3 |
High | 19 | 13 | 12 | 7 | 4 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 39 | 38 | 27 | 15 |
Middle | 40 | 42 | 41 | 30 | 18 |
High | 43 | 46 | 45 | 33 | 21 |
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 |
---|---|---|---|---|
Skill Sets
He should’ve had Forseti and a horse, don't @ me. (Offense)
Gronnvulture+ (+Spd) Alternate: Gronnblade+ |
A | Atk/Spd Boosting A Slot | |
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Positional Assist | B | Null Follow-Up 3 Alternate: Lull Spd/Res 3 |
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Moonbow Alternate: Luna |
C | Joint Drive Atk | |
IVs | +ATK or +SPD / -RES | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Gronnvulture+ (+Spd) / Gronnblade+ / Snow Globe+ (+Spd)
Assist: Positional Assist / Preference
Special: Moonbow / Luna
Passive A: Atk/Spd Boosting A Slot
Passive B: Null Follow-Up / Lull Spd/Res
Passive C: Joint Drive Atk / Spd/Res Menace / Preference
Sacred Seal: Blade Session / Atk/Spd Solo / Swift Sparrow
- Arthur joins the ever growing club of shafted units in Fire Emblem Heroes as a generic infantry green tome user with a good statline and fodder but not much else.
- Arthur’s Innate Gronnvulture as well as Gronnblade and Snow Globe are his best inheritable green tome options. Gronnvulture gives him a powerful debuff that can be made even more effective by debuffing foes, Gronnblade gives Arthur great damage potential provided he is fully buffed and the Snow Globe gives him a welcome resistance to debuffs, although it comes with the drawback of needing an ally within two spaces to gain its effects.
- Atk/Spd Boosting A slots such as Arthur’s innate Atk/Spd Ideal are his best options for stacking as much Attack and Speed as possible for player phase damage output. For the same reason, he’ll want sacred seals such as Blade Session and Atk/Spd Solo to increase his damage output further.
- Null Follow-Up and Lull Spd/Res are both good B slot options, Null Follow-Up to prevent Arthur’s follow-up attacks from being shut down by follow-up negation skills from the likes of Brave Hector, and Lull Spd/Res to increase Arthur’s damage output and disable the foe’s Speed and Resistance buffs.
- Joint Drive Atk is a generally solid C slot option, but Arthur’s innate Spd/Res Menace is a good choice as well. The skill used in this slot is primarily up to player preference.
Strengths
Strong Statline
Arthur’s base 42 Attack and 41 Speed are exactly what you’d expect from a new unit, giving him great damage potential right off the bat. His physical bulk is also respectable, meaning he can usually take physical hits reasonably well.
Weaknesses
Terrible Resistance
Arthur’s terrible Resistance ironically makes him easy prey for other magic users and adaptive damage dragons. It’s not uncommon to see him KO’d in a single hit by many of the extremely hard-hitting magic users present in the game regardless of color, such as Winter Lysithea and Ascended Ishtar.
Lacks an Exclusive Weapon
Arthur’s lack of an exclusive weapon means he has no way to distinguish himself from other green tome users with exclusive weaponry aside from raw stats, dooming him to be powercrept like so many others before him until he gets an exclusive weapon in 2035.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Wind Learns by default at 1 ★ Unlocks at 1 ★
Green Tome Users Only
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50 | 2 | 4 |
Elwind Learns by default at 2 ★ Unlocks at 2 ★
Green Tome Users Only
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100 | 2 | 6 |
Gronnvulture If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently. Learns by default at 4 ★ Unlocks at 3 ★
Green Tome Users Only
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200 | 2 | 8 |
Gronnvulture+ If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently. Learns by default at 5 ★ Unlocks at 5 ★
Green Tome Users Only
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300 | 2 | 12 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+3 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Excludes Flying and Cavalry Units
Unlocks at 2 ★ |
60 | A |
Atk/Spd Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+4 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Excludes Flying and Cavalry Units
Unlocks at 3 ★ |
120 | A |
Atk/Spd Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+5 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Excludes Flying and Cavalry Units
Unlocks at 4 ★ |
240 | A |
Atk/Spd Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Spd+2 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Excludes Flying and Cavalry Units
Unlocks at 5 ★ |
300 | A |
Threaten Res 1 At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 2 ★ |
50 | C |
Threat. Spd/Res 1 At start of turn, inflicts Spd/Res-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
Threat. Spd/Res 2 At start of turn, inflicts Spd/Res-4 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
Spd/Res Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Res-6 on nearest foes through their next actions and grants Spd/Res+6 to unit for 1 turn.
Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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