GamePress

Arthur (Genealogy)

Analysis by Wecondo12
Arthur (Genealogy) - Furious Mage

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
171
HP 40
ATK 42
SPD 41
DEF 30
RES 18

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 11 10 5 2
Middle 18 12 11 6 3
High 19 13 12 7 4

Level 40 Stat Variations
5★
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.
HPATKSPDDEFRES

Skill Sets

He should’ve had Forseti and a horse, don't @ me. (Offense)

Build by Wecondo12
Recommended
Gronnvulture+ (+Spd)
Alternate: Gronnblade+
A Atk/Spd Boosting A Slot
Positional Assist B Null Follow-Up 3
Alternate: Lull Spd/Res 3
Moonbow
Alternate: Luna
C Joint Drive Atk
IVs

+ATK or +SPD / -RES

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

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.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
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
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
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

Non-inheritable by Staff-wielding units.
100 3
Glimmer

Boosts damage dealt by 50%.

Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
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

Banners Featured In