GamePress
Analysis by Chibi_Chu
New Year Elm - Resolute Grouch

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
184
HP 41
ATK 40
SPD 45
DEF 27
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 9 11 4 6
Middle 19 10 12 5 7
High 20 11 13 6 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 37 41 23 28
Middle 41 40 45 27 31
High 44 44 48 30 34

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

Hyper Hanetsuki (General Offense)

Build by Chibi_Chu
Recommended
Fang of Finality A Atk/Spd Boosting A Slot
Alternate: Sturdy Surge
Positional Assist B Beast N Trace 3
Alternate: Dive-Bomb 3
Luna
Alternate: Moonbow
C Spd/Def Hold (or Rein)
Alternate: C Feud 3
IVs

+Atk and/or +Spd / -HP or -Def or -Res

SAtk/Spd Solo 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Fang of Finality 

Assist: Positional Assist

Special: Luna / Moonbow 

Passive A: Atk/Spd Boosting A Slot / Sturdy Surge

Passive B: Beast N Trace / Dive-Bomb / Sweep Skills

Passive C: Spd/Def Hold (or Rein) / C Feud

Sacred Seal: Atk/Spd Solo / Heavy Blade

  • With -1 Special cooldown, +6 Atk/Spd, Spd-based true damage, damage reduction, offensive Null Follow-Up (neutralization of effects that prevent his follow-up), +2 base Atk, and +1 Movement from Fang of Finality, Elm is an incredibly threatening Player Phase force. Note the restrictions for some of the aforementioned effects:
    • The +6 Atk/Spd and Spd-based true damage are granted if Elm initiates combat or is not adjacent to any allies. For each enemy within three spaces of the target (including the target), Elm gains true damage = 10% of his Spd, up to 30% for three enemies.
    • The damage reduction is granted if Elm is not adjacent to an ally. For each enemy within three spaces of the target (including the target), Elm gains 20% damage reduction, up to 60% for three enemies.
    • Elm transforms at the start of the turn if he is adjacent to only Dragon/Beast allies or not adjacent to any allies. Upon transformation, he gains +2 base Atk and +1 Movement.
  • Thanks to Fang of Finality’s -1 Special cooldown, Elm can activate 3-cooldown Specials such as Luna (pierces 50% of enemy’s Def) on his follow-up attack if the enemy counterattacks and no Special-slowing effect is active. Alternatively, 2-cooldown Specials such as Moonbow can be activated on Elm’s follow-up even if the enemy does not counterattack as long as no Special-slowing effect is active.
  • Atk/Spd boosting A slots are naturally strong choices given Elm’s strong offensive lean. Surge Sparrow and Sturdy Surge are particularly worth mentioning, as they grant healing on Special activation. Combining these skills’ healing with Fang of Finality’s damage reduction can drastically boost Elm’s survivability as long as he can consistently activate his Special.
  • As the aforementioned transformation restrictions can be inconvenient or outright impossible to achieve depending on the circumstances, Elm’s native Beast N Trace is a great B slot, allowing him to forgo these transformation restrictions altogether and move his remaining movement + one additional space after his first action of the turn.
    • Alternatively, if transformation restrictions can be reasonably worked with, Elm can aim for 2HKOs before the enemy can even counterattack with Dive-Bomb. If Dive-Bomb is used, Elm can use Heavy Blade in his Sacred Seal slot to activate 3-cooldown Specials on his follow-up attack if no Guard effects are active; alternatively, he can swap Heavy Blade for an Atk/Spd boosting Sacred Seal and use a 2-cooldown Special instead. Note, however, that Elm’s damage reduction becomes a failsafe rather than a staple of his usage, and Surge Sparrow and Sturdy Surge lose value because the healing is redundant.
    • Windsweep and Watersweep prevent physical or magical enemies respectively from counterattacking altogether and have similar set implications to Dive-Bomb.
  • Spd/Def Hold furthers Elm’s offensive capabilities by inflicting -4 Spd/Def on enemies within three spaces during combat. Spd/Def Rein inflicts the same debuffs, but only within two spaces, so it more than suffices if Hold is unavailable. If neither is available, however, then his base C Feud is still beneficial, shutting down support effects Colorless enemies give and receive during combat.

New year, same me! (Galeforce)

Build by Chibi_Chu
Recommended
Fang of Finality A Atk/Spd Boosting A Slot
Alternate: Sturdy Impact
Positional Assist B Beast N Trace 3
Alternate: Wings of Mercy 3
Galeforce C Spd/Def Hold (or Rein)
Alternate: Atk/Def Hold (or Rein)
IVs

+Atk and/or +Spd / -HP or -Def or -Res

SHeavy Blade 3

Show Explanation/Analysis

Weapon: Fang of Finality

Assist: Positional Assist

Special: Galeforce 

Passive A: Atk/Spd Boosting A Slot / Sturdy Impact

Passive B: Beast N Trace / Wings of Mercy / Dive-Bomb / Sweep Skills

Passive C: Spd/Def Hold (or Rein) / Atk/Def Hold (or Rein) / Atk/Spd Hold (or Rein)

Sacred Seal: Heavy Blade

  • By using Galeforce, a 5-cooldown Special that activates after combat if ready, Elm can effectively perform two actions in one turn, taking advantage of his excellent Player Phase capabilities. Fang of Finality significantly helps with his overall consistency:
    • With -1 Special cooldown, Galeforce’s cooldown is reduced to 4. Heavy Blade, a Sacred Seal that grants +1 Special charge per Elm’s attack if he has more Atk than the enemy, allows him to activate Galeforce after two attacks (usually one combat) assuming no Special-slowing effect is active.
    • +6 Atk/Spd, Spd-based true damage, damage reduction, offensive Null Follow-Up (neutralization of effects that prevent his follow-up), +2 base Atk, and +1 Movement aid immensely in Elm’s damage output and mobility.
      • Both the Spd-based true damage and damage reduction are based on the number of enemies within three spaces of the target, including the target themselves. Each enemy grants +10% Spd-based true damage and +20% damage reduction, up to 30% and 60% respectively. Most Galeforcers lack either of these effects, let alone both at the same time, making Elm a high-damage, high-survivability initiator.
      • The +2 base Atk and +1 Movement are only granted if Elm transforms, which occurs at the start of the turn if Elm is adjacent to only Dragon/Beast allies or is not adjacent to any allies.
  • Atk/Spd boosting A slots maximize Elm’s offenses, making them natural choices; Atk/Spd Catch 4 and Atk/Spd Clash are particularly worth noting. The former grants +9 Atk/Spd if the enemy has a Penalty active and is at 100% HP (+7 Atk/Spd if only one condition is achieved). The latter grants 6 + X Atk/Spd during combat and neutralizes Elm’s visible Atk/Spd debuffs if X is ≥ 2; X is the number of spaces he moves to initiate combat.
    • Alternatively, Sturdy Impact can be used to gain significant physical bulk and survivability on initiation. As Fang of Finality lacks the defensive half of Null Follow-Up, Sturdy Impact’s follow-up prevention can be valuable for ensuring Elm survives counterattacks from a wider cast of enemies.
  • As the aforementioned transformation restrictions can be inconvenient, Elm’s native Beast N Trace is excellent, as it forgoes these restrictions and allows Elm to move his remaining movement + one space after his first action of the turn. Alternative B slots are listed below:
    • For Aether Raids Offense, Galeforce strategies typically have a “Wings of Mercy beacon,” a unit that drops to ≤ 50% HP so allies with Wings of Mercy can teleport to spaces adjacent to them. As Elm has significant damage reduction baked into his weapon, he gets more consistent mileage out of being a unit with Wings of Mercy rather than being a Wings of Mercy beacon himself.
    • Dive-Bomb aims for 2HKOs before the enemy counterattacks, which can be a good option if willing to sacrifice the flexibility and mobility that Beast N Trace and Wings of Mercy provide.
    • Windsweep and Watersweep prevent physical or magical enemies respectively from counterattacking altogether. Counterattack prevention is naturally stronger than simply performing a follow-up attack before the enemy can counterattack (Dive-Bomb), but note the potential inconsistency due to only stopping physical or magical enemies from counterattacking depending on which is chosen.
  • Hold skills inflict -4 to two stats to enemies within three spaces during combat, while Rein skills inflict to enemies within two spaces. Whichever stat combination is chosen is dependent on player preference.

Strengths

Fantastic Offenses

Boasting a staggering 45 Spd and an excellent 40 Atk, Elm has high damage and follow-up potential.

Fang of Finality

Ending 2022 and ringing in 2023 on a decisive note, Elm bares his Fang of Finality.

  • As with all other Beast Fliers, if Elm begins his turn adjacent to only Beast or Dragon allies (or no allies at all), he transforms. Upon transformation, he gains +2 base Atk and +1 movement.
  • Elm gains -1 Special cooldown.
  • If Elm initiates combat or is not adjacent to any allies, he gains +6 Atk/Spd during combat, the offensive half of Null Follow-Up (neutralizes effects that prevent Elm's follow-up), and true damage equal to X% of his Spd.
    • X = 10 * number of enemies within three spaces of the target, including the target; X caps at 30
  • If Elm is not adjacent to any allies, he gains damage reduction equal to Y%.
    • Y = 20 * number of enemies within three spaces of the target, including the target; Y caps at 60

With a laundry list of strong effects, Fang of Finality makes Elm a high-threat Player Phase unit that can be remarkably difficult to take down.

Beast Flier Advantages

In addition to the aforementioned transformation bonuses, Elm’s Beast Flier status also grants him movement across certain normally-impassable terrain and access to strong skills such as Atk/Spd Catch, Dive-Bomb, and Spd/Def Hold.

Weaknesses

Questionable Survivability

Even with Elm’s potentially 60% damage reduction in mind, his survivability can still be rather shaky depending on the circumstances. Elm lacks the defensive half of Null Follow-Up, which neutralizes effects that guarantee the enemy’s follow-up. While Impact skills grant follow-up prevention, if enemies have both the offensive half of Null Follow-Up and a guaranteed follow-up (or have 5+ Spd over Elm), they will still be able to perform a follow-up. This can hinge Elm’s survival on 2HKOing before being 2HKO’d.

Weapon Effects’ Conditions

How much Elm benefits from Fang of Finality is dependent on the number of enemies within three spaces of the target and, for the damage reduction, non-adjacency to any allies. Additionally, pivoting away from his native B slot to other choices such as Dive-Bomb and Seal Def 4 can be difficult due to Fang of Finality’s transformation conditions. These conditions can limit Elm’s overall flexibility and consistency.

Weapon Skills

Weapons SP Rng. Mt.
Hatchling (Flier)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Learns by default at 1 ★
Unlocks at 1 ★
Beast Flier Only
50 1 4
Fledgling (Flier)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Learns by default at 2 ★
Unlocks at 2 ★
Beast Flier Only
100 1 6
Adult (Flier)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Learns by default at 4 ★
Unlocks at 3 ★
Beast Flier Only
200 1 9
Fang of Finality

Accelerates Special trigger (cooldown count-1).

If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, and deals damage = X% of unit's Spd (X = the number of foes within 3 spaces of target, including target, × 10) during combat. (Excluding area-of-effect Specials; max 30%.) If unit is not adjacent to an ally, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = the number of foes within 3 spaces of target, including target, × 20 (max 60%). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Luna

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Beast N Trace 1

Enables【Canto (Rem. +1)】.

If unit's HP = 100%, removes the condition to transform.

【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.)

Can be Inherited by Cavalry Beasts & Flying Beasts only
Unlocks at 3 ★
60
B
Beast N Trace 2

Enables【Canto (Rem. +1)】. 

If unit's HP ≥ 50%, removes the condition to transform. 

【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.)

Can be Inherited by Cavalry Beasts & Flying Beasts only
Unlocks at 4 ★
120
B
Beast N Trace 3

Enables【Canto (Rem. +1)】. 

Removes the condition to transform. 

【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.)

Can be Inherited by Cavalry Beasts & Flying Beasts only
Unlocks at 5 ★
240
B
C Feud 1

If in combat against a colorless foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all colorless foes, excluding foe in combat.

Inheritable by all units.
Unlocks at 1 ★
60
C
C Feud 2

If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat.

Inheritable by all units.
Unlocks at 2 ★
120
C
C Feud 3

If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat.

Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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