Brave Seliph

Brave Seliph

Red SwordS tier

Introduction

Brave Seliph is a character in Fire Emblem Heroes. Brave Seliph's weapon type is Red Sword and role is Cavalry. Faction: Fire Emblem: Genealogy of the Holy War.

On our Fire Emblem Heroes tier list Brave Seliph is S tier, 63rd of the 907 characters ranked, from where 6 current tier lists put Brave Seliph.

Is Brave Seliph good?

Cavalry unit who hits harder the farther someone moved before the fight. Holytide Tyrfing turns distance travelled into bonus damage based on the foe's Def and comes with Canto (2) plus a Miracle effect, and the refine adds bigger stats, damage reduction piercing, flat damage reduction tied to distance and some healing after combat.

Heir to Light gives him an extra space of movement plus Null Follow-Up, which cavalry rarely get and which suits his high Spd. Mages are the trouble with his 18 base Res, and cavalry-effective weapons like Thani can take him out in one hit.

Strengths

  • Extra movement on top of cavalry range and Canto (2)
  • Null Follow-Up is rare for cavalry
  • Miracle effect lets him survive a lethal hit
  • True damage scales with distance moved

Weaknesses

  • Base 18 Res
  • One hit from a cavalry-effective weapon can finish him

Profile

Brave Seliph carries the title "Enduring Legacy".

Stats

  • HP40
  • Atk43
  • Spd41
  • Def37
  • Res18

At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.

Skills

5
  • Holytide Tyrfing

    Weapon · Might 16 · Range 1

    Enables【Canto (2)】. Accelerates Special trigger (cooldown count-1). If unit or foe initiates combat after moving to a different space, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = X × 10% of foe's Def (X = number of spaces from start position to end position of whoever initiated combat, max 4; excluding area-of-effect Specials), and also, if unit's HP ≥ 25% at start of combat, unit’s HP > 1, and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.) 【Canto (2)】 After an attack, Assist skill, or structure destruction, unit can move 2 space(s). (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 would be able to move with normal Canto movement.)

  • Luna

    Special · Cooldown 3

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

  • Atk/Spd Clash 4

    A skill

    If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat.

  • Lull Spd/Def 3

    B skill

    Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

  • Heir to Light

    C skill

    At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and【Null Follow-Up】 to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.) 【Null Follow-Up】 If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

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