- Default
- Attack
- Special
- Injured
Thief Rickard - Carefree Culprit |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 7 | 11 | 6 | 5 |
Middle | 19 | 8 | 12 | 7 | 6 |
High | 20 | 9 | 13 | 8 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 35 | 39 | 30 | 22 |
Middle | 38 | 38 | 42 | 33 | 25 |
High | 42 | 42 | 46 | 36 | 29 |
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
Mr. Steal Yo Heart (Player Phase)
Florid Cane+ (+Spd) Alternate: Coral Saber+ (+Spd) |
A | Atk/Spd Boosting A Slot Alternate: Sturdy Impact |
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Positional Assist | B | Flow Guard 3 Alternate: S/D Near Trace 3 |
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Moonbow Alternate: Glimmer |
C | Odd Tempest 3 Alternate: Spd/Def Rein 3 |
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IVs | +Atk or +Spd / -Res | S | Blade Session 3 Alternate: Atk/Def Catch 3 |
Weapon: Florid Cane+ (+Spd) / Coral Saber+ (+Spd) / Flexible
Assist: Positional Assist / Flexible
Special: Moonbow / Glimmer
IVs: +Atk or +Spd / -Res
Passive A: Atk/Spd Boosting A Slot / Sturdy Impact / Flexible
Passive B: Flow Guard / S/D Near Trace / Flexible
Passive C: Odd Tempest / Spd/Def Rein / Flexible
Sacred Seal: Blade Session / Atk/Def Catch / Flexible
- While Rickard lacks unique skills, he does have multiple good inheritable options. Florid Cane provides Canto Rem. +1, the same as any Near Trace, as well as an Atk and Spd boost based on his foe’s HP. Coral Saber is another great option that provides a guaranteed follow-up attack. Other swords can also work.
- The Special is flexible, with 2-cooldown specials being a good choice since they will activate on Rickard’s second attack assuming he is counterattacked and his special charge is not slowed.
- Atk and Spd are both great choices of boon, with Spd arguably being the best due to Rickard’s reliance on it to double if he is not using Coral Saber. Res is generally the best bane due to his focus on melee combat.
- The A skill is flexible, with many different good options. Any skills that boost Atk and Spd are good, such as Atk/Spd Catch or Swift Sparrow. Sturdy Impact also improves Rickard’s Atk while providing a huge boost to Def and denying a foe follow-up attack when he initiates combat.
- The B skill is flexible. Flow Guard disables any effects like Wary Fighter that would prevent Rickard’s follow-up attack while also slowing his foe’s Special charge. S/D Near Trace is a great option if he is not using Florid Cane, to provide the Canto effect. If he is using Florid Cane, Near Trace is largely redundant.
- The C skill is very flexible. Movement-boosting options like Odd Tempest and Even Tempest allow Rickard to move an extra space during odd- and even-numbered turns, respectively, improving his ability to initiate on farther away foes. Spd/Def Rein provides a great debuff of -4 Spd and Def to any foes within 2 spaces of Rickard, effectively improving his own Spd in comparison as well as his damage. Other options like Atk/Spd Menace or Spd/Def Menace can also be fantastic.
- The seal is flexible. Blade Session provides the largest potential Atk and Spd boost available on a seal at time of writing. There are many other seals that provide a lesser but more consistent boost, such as Atk/Spd Solo. Atk/Def Catch is also a great option that provides two useful stats as long as Rickard’s foe is at 100% HP or debuffed in any way.
Funny Phantom Thief Ricardo (Mixed/Enemy Phase)
Coral Saber+ (+Def) Alternate: Unbound Blade+ (+Spd) |
A | Atk/Def Catch 4 Alternate: Sturdy Stance 3 |
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Positional Assist | B | Guard Bearing 3 Alternate: Quick Riposte 3 |
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Bonfire Alternate: Sol |
C | Atk/Def Rein 3 Alternate: Atk/Spd Rein 3 |
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IVs | +Atk or +Spd or +Def / -Res | S | Atk/Def Catch 3 Alternate: Atk/Def Solo 3 |
Weapon: Coral Saber+ (+Spd or +Def) / Unbound Blade+ (+Spd or +Def) / Flexible
Assist: Positional Assist / Flexible
Special: Bonfire / Sol / Flexible
IVs: +Atk or +Spd or +Def / -Res
Passive A: Atk/Def Catch 4 / Sturdy Stance 3 / Flexible
Passive B: Guard Bearing / Quick Riposte / Flexible
Passive C: Atk/Def Rein / Atk/Spd Rein / Flexible
Sacred Seal: Atk/Def Catch / Atk/Def Solo / Flexible
- While it is somewhat less reliable than the player phase build, Rickard can also run an enemy phase build.
- The choice of weapon is flexible. Coral Saber provides a guaranteed follow-up attack as well as a boost to Atk and Def in combat. Unbound Blade provides a similar boost as long as Rickard is not adjacent to an ally, as well as neutralizing his foe’s bonuses to Atk and Def, which could easily be an additional 6 to each if they’re buffed. Other weapons like Vulture Blade and Winter Rapier can also work well.
- The Special is flexible, with Bonfire and Sol being 3-cooldown options that will activate after Rickard has been attacked twice and counterattacked once, activating on his second counterattack. Sol provides healing while Bonfire provides extra damage that scales with his Def. Shorter cooldown Specials may be a better choice if Rickard is not taking two enemy attacks during combat.
- The boon is flexible, with Atk, Spd, and Def all being solid options. Res is generally his least useful stat and a good choice of bane.
- The A skill is also flexible. Rickard wants Atk, Def, and Spd for this build, so skills that boost any of those are good, especially if they provide additional useful effects like the special-slowing effect of Sturdy Stance 3.
- Guard Bearing is a good B skill for this build, as it provides 50% damage reduction on the first hit taken on enemy phase. Options are relatively slim, so Quick Riposte can also be a solid option for a guaranteed follow-up as long as Rickard is above 70% HP.
- The C skill is flexible, with Rein skills providing great stat reductions to foes within 2 spaces. Any combination of Atk, Spd, and Def is good. Other C skills like Atk/Def Menace can also work well if Rickard can activate them against enemies before they attack him.
- The seal is flexible, with seals that boost Atk and Def being good options.
Strengths
Great Atk and Spd
Rickard’s base 38 Atk and 42 Spd are great, especially considering he has a superboon in both. These allow him to deal high damage and follow-up against many enemies.
Decent HP, Def, and Res
Rickard’s base 38 HP, 33 Def, and 25 Res are all solid and give him decent bulk.
Sword Flier
Rickard’s status as a flying sword unit gives him access to great skills like Sturdy Impact, Flow Guard, and Coral Saber+.
Tempest Trials Unit
Rickard’s status as a Tempest Trial unit means that two copies of him were obtainable as rewards from his Tempest Trial, without spending orbs, and he will be purchasable with Heroic Grails at a later date.
Weaknesses
No Unique Skills
Rickard lacks a unique weapon or any other exclusive skills that other strong units have, so he has to rely on stats and inheritable options to compete against other units.
Mediocre Mov
As a melee flying unit, Rickard can move two spaces and attack adjacent foes under normal circumstances, meaning he threatens a smaller range than many other units. This limits his effectiveness as a player phase unit. In addition, sword fliers generally lack good inheritable B skills for enemy phase builds compared to other movement types, reducing his effectiveness at that role as well.
Competition
While Rickard’s statline is great and he has access to good inheritable options, he competes with many other units for relevance, especially other sword fliers with great unique effects like Laegjarn or Legendary Ryoma.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Sword Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Sword Units.
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50 | 1 | 6 |
Steel Sword Learns by default at 2 ★ Unlocks at 2 ★
Only Inheritable by Sword Units.
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100 | 1 | 8 |
Florid Cane Enables【Canto (Rem. +1)】. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.) Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Sword Units.
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200 | 1 | 10 |
Florid Cane+ Enables【Canto (Rem. +1)】. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.) Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Sword Units.
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300 | 1 | 14 |
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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Flier Formation 1 If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces.
Only inheritable by flier units.
Unlocks at 1 ★ |
60 | B |
Flier Formation 2 If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces.
Only inheritable by flier units.
Unlocks at 2 ★ |
120 | B |
Flier Formation 3 Unit can move to a space adjacent to a flier ally within 2 spaces
Only inheritable by flier units.
Unlocks at 4 ★ |
240 | B |
Spd/Def Oath 1 At start of turn, if unit is adjacent to an ally, grants Spd/Def +3 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 3 ★ |
60 | A |
Spd/Def Oath 2 At start of turn, if unit is adjacent to an ally, grants Spd/Def +4 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 4 ★ |
120 | A |
Spd/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Spd/Def +5 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 5 ★ |
240 | A |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
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Banners Featured In
None