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Additionnaly, Atk/Def Menace will allow Henry to deal 12 true damage if he use Carrot-Tip Bow, and inflict Atk/Def-11 on the foe with a Plegian Bow
93's comments are spot-on. Atk/Def Catch is also on the new Divine Codes.
It could be good, but Close Foil works in enemy phase and Canto in player phase. If you want to make him work in both phases, it can work, but a Catch skill would also be a good option along with Atk/Def Menace
Hey all, I'm building a +10 Spring Henry. So far I've got Close Foil and Atk/Def Far Trace, and I'm planning on eventually getting the Fallen Female Morgan Combat Manuel to give him Atk/Def Menace. Does this sound like a good build, or should I switch Close Foil for something more general?
Skills that use debuffs to transform them as buffs, like Unity skills, do not work when another skill neutralizes the debuffs, like Bonus Doubler and Lull skills
Although come to think of it AIdunn already nullifies penalties through her weapon. Still, if Unity took effect on the penalties it could be worth it. I don't know all the possible skill impacts on penalty reversals to know if it's definitely worth it or not. I guess the question is whether the cooldown charge change is worth the debuff counter.
I recommend changing AIdunn builds for the A skill from Sturdy Stance to Atk/Def Unity to counteract and reverse debuffs. A/D Unity is in all ways a better skill that protects AIdunn's crucial Atk/Def stats from debuffing. I'm not sure but I think it might even counteract the dangerous Panic Manor in Aether Raids Defense.
I wonder if there was an update, now I can use both AIdunn and BHector in Arena. One of the Valentine banners was loaded with save units, I got VLucina, VRobin, and 2 VHenriettes, although I was hoping for VGustav. I rely on Elimine and Nifl to buff BHector/AIdunn for virtually all modes, and Earthfire Balm+ really helps along with the Distant Guard 3 seal.
Miracle shouldn't be used in Arena because it only has a 200 SP cost and will score low. If using healers in Arena, they should use Balm+ skills which have a higher SP cost. Also, not everyone has both Near and Far Save in their barracks, although they soon will due to Divine Codes 3. There's nothing wrong with using Balm+ skills, it's up to preference. Perhaps the writers saw the weakness to Panic effects and used Miracle instead of Balm+.
So again, maybe you prioritize Miracle if just fighting Arena, but if in Summoner Duels, Aether raids, Grand Conquests, Mjolnir's Strike, or Tempest Trials where you can I believe use both Near and Far Save Units, I'd expect Earthfire Balm + to be the better choice. I think Miracle should be specific to Arena builds, not general use.
Miracle just keeps a unit alive with 1 hp if they would be otherwise KOd. But since Elimine is typically needed to buff units like BHector, AIdunn, VGustav, VLucina, VRobin, etc., it doesn't make as much sense to use Miracle as a team buff to buff Near Save/Far Save teammates. Maybe if you're in a mode like Arena where you can only use BHector, but if in S Duels with AIdunn too, makes more sense to use Earthfire Balm +. https://game8.co/games/fire-emblem-heroes/archives/266044
I believe the main reason for having Miracle is to prevent those Specials in the first place. Unless your main hero has penalty negation like Brave Hector or Ascended Idunn, the buffs from the Balm Specials are prone to getting hit by a stray Panic Manor, Panic Smoke, or similar effects.
I was also toying with the idea of giving Elimine a different B skill like Chill Atk/Def 2 instead of canto, but the canto works well with her nudge skill so I'm holding off for right now. Because she will typically be protected by Near/Far Save units, I think a skill that boosts allies like Earthbalm+ is better than Miracle.
And importantly Earthfire Balm+ has no range restriction, so affected Aether Raids defenders running amok can benefit from it regardless of map location. To me it seems the better choice instead of Miracle
I don't really see the point of having Miracle on Elimine as it takes a long to charge up for (5 cooldown) and she will generally be supporting wall units like BHector or AIdunn (both of whom I'm using right now). Earthfire Balm+ seems much more useful. It activates instantly and greatly improves offense/defense of teammates ensuring they withstand physical attacks both near and far, while boosting their firepower to ensure attackers don't get second chances.
I'm suggesting a support build for Elimine as follows: Staff of the Saint Nudge + Earthfire Balm + Atk/Res Push 4 A/S Far Trace 3 Holy Ground Distant Guard 3 Only change is Earthfire Balm + to add Atk/Def+6 to all allies when healing (I inherited from Silque). This makes Elimine an ultimate support option for Brave Hector and Ascended Idunn, as both Near and Far Save benefit from the Atk/Def boost. As an aside, such a build should be popular for captain role to support friends.
Infinite Ignis Brave Hector Refined Maltet Pivot Ignis A: Ostian Counter B: Special Spiral 3 C: Atk Smoke 3 S: Distant Defense 3

I came across an Ishtar in Aether Raids with 80 base attack and 71 buffed speed running a Ruptured Sky build variant, although they used 20 dragonflowers and 5 merges. https://youtu.be/wDQBbczfQXA
This is a good idea that makes a lot of sense. We've added a Near Trace build to his page. Thanks for the suggestion!
We have a similar build on her article; the only difference is Lull Atk/Res over A/R Far Trace. Double Life and Death is a tried and tested build on her to maximize Gifted Magic AoE damage.
I would say that for Legendary Lilina a very useful build for her could be studied Forblaze, reposition, giftied magic, in the A slot life and death 4, for the b slot a/r far trace, for the c slot pulse smoke, and for the seal life and death 3.
I'd like to suggest a build for Legendary Sigurd with A/D Near Trace 3 allowing him to take advantage of his 4-move attack range. Because he gives the team 1 bonus movement range after attacking, he could retreat back at least 2 spaces away afterwards, and possibly further if used in conjunction with NY's Dagr's Pathfinder. He probably needs Quickened Pulse to ensure his special activates, which would then extend the entire team's movement range 1, allowing for team canto attacks.
This is my NY Dagr right now. https://ibb.co/sb8S3kt I can see Dagr lacking the full firepower of VChrom, although still with enough to take down almost any unit except in rare situations, but providing serious upside in mobility enhancement to teams with Ninja Lyn and Ninja Corrin as well as Otr, Reginn, and Fafnir canto units, while penalizing opposing teams in ways VChrom doesn't.
With Deadeye, the differences between Dagr and Valentine's Chrom reduce. Dagr provides movement range and a stat boost to the whole team with her Duo whereas VChrom's is more stat-focused. VChrom has more firepower against armor and isolation is extremely useful at preventing penalty nullification, while his defense with close counter make him hard to take down. Still, a team prioritizing movement range with canto/ninja units might prefer Dagr's unusual mobility boosts.
I will have to see about Catch also. NY Dagr for me with IVs in Atk and HP (Spd bane), 4 dragonflowers, and S bonds is at a 49-62-42-30-24 stat line. With Catch, a good seal, and her Duo she can exceed 80 attack plus Deadeye, major debuffs/buffs to both teams, and enhanced movement range for teammates. She might be an up and coming feature of top teams as the advantages become clear, possibly even as an alternative to Valentine's Chrom.
Menace works well with Catch too. Great suggestions! We've added them in.
I just wanted to suggest updating New Year's Dagr's premium build with Deadeye as the Special instead of Luna and Atk/Def Menace as the C skill (obtainable from Fallen Morgan (F), Otr, and Hrid, although I wouldn't suggest foddering Otr). Deadeye can be obtained from Shinon through compile>Normal2.
Congrats on getting the timely Refine, too! Have fun :)
Welp Summoners. I'm doing it. my first +10. his 2nd merge is currently in the works due to lack of feathers. But his been built. & prepared. May all Fear him. His an Absolute menace. demolishing a plethra of units with his high stats. Sadly Magic is beyond his Conqourers rampage. & Feddie still holds her bs. But Other Axe weilders & Lancerd will fear him. A B!Eirika +10 thats fully built. may stand a chance. But he'll slaughter all who witness his Glory. I'm proud of this man

For you that asked for a Adult Tiki build, here you have! I changed her prefered since it is pretty outdated. You could go with Lantern or Lightning, both can work. Remember to keep her close to her allies to get Atk/Res Form's effect

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