Claud

Claud

Colorless Staff

Introduction

Claud is a character in Fire Emblem Heroes. Claud's weapon type is Colorless Staff and role is Infantry. Faction: Fire Emblem: Genealogy of the Holy War.

Profile

Claud carries the title "Priest of Edda".

Stats

  • HP42
  • Atk48
  • Spd33
  • Def21
  • Res49

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
  • Valkyrie

    Weapon · Might 14 · Range 2

    Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). Grants Atk/Spd/Def/Res+15 to unit, unit deals +25 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by 15 (excluding area-of-effect Specials), unit makes a guaranteed follow-up attack, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and grants Special cooldown count-1 to unit before unit's first attack during combat. For allies within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+5, ally deals +7 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by 7 (excluding area-of-effect Specials), and grants Special cooldown count-1 to ally before ally's first attack during combat. Grants "if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP, and after combat, restores 99 HP to unit" to allies within 3 spaces of unit (effect only triggers for player's team once per map and does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on an ally granted this effect, this effect will trigger too).

  • Ice Lock+

    Assist · Range 2

    This skill is treated as a Rally Assist skill. Restores HP = 40% of unit's Atk (min: 6 HP) to target ally and grants Def/Res+6 to target ally for 1 turn, and also, if there is no 【Divine Vein (Ice)】currently applied by unit or allies, applies【Divine Vein (Ice)】to spaces 2 spaces away from target for 1 turn (excludes spaces occupied by a foe, destructible terrain other than Divine Vein (Ice), and warp spaces in Rival Domains). If used on turn 2 onward, also grants another action to unit and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action. (Effects that can trigger on turn 2 onward will not trigger again for 2 turns after triggering; using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP.) 【Divine Vein (Ice)】 Applies the following status on space: Foes treat space as impassable terrain while status is active, but status is destructible (with 1 HP). Allies can move into and occupy space. If any allies occupy spaces with Divine Vein (Ice) applied, attacks targeting those spaces will hit the ally over destroying the Divine Vein (Ice). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain. Does not trigger in Pawns of Loki.)

  • Fireflood Charm

    Special · Cooldown 5

    If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 70% of the greater of unit's or foe's Atk (calculates damage from staff after combat damage is added). Reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). At start of player phase or enemy phase, grants【Atk Liberate】and【Res Liberate】to unit and allies within 2 spaces of unit for 1 turn. 【Atk Liberate】 Grants bonus to Atk during combat = number of【Bonus】effects active on unit, excluding stat bonuses, + 4 (max 8). 【Res Liberate】 Grants bonus to Res during combat = number of【Bonus】effects active on unit, excluding stat bonuses, + 4 (max 8). 【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).

  • Atk/Res Havoc

    B skill

    At start of player phase or enemy phase, inflicts Atk/Res-7,【Sabotage】, and【Schism】 on foes with Res < unit's Res and that are within 2 spaces of another foe through their next actions. After start-of-turn skills trigger on unit's player phase, if the number of foes with the 【Sabotage】effect active on the map ≥ 2, grants 【Canto (1)】to unit for 1 turn. Inflicts Atk/Res-4 on foe and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials). 【Sabotage】 Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently. 【Schism】 Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using numbers of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized. 【Canto (1)】 After an attack, Assist skill, or structure destruction, unit can move 1 space(s). (Once per turn. Only highest value applied. Does not stack.)

  • Silence Ward 4

    C skill

    For allies within 2 spaces of unit, grants Atk/Res+4 and neutralizes effects that prevent ally's counterattacks during combat, and also, if ally's attack can trigger ally's Special, grants Special cooldown count-1 to ally before ally's first attack during combat. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+4 to unit and neutralizes effects that prevent unit's counterattacks during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack during combat.

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