- Default
- Attack
- Special
- Injured




Barst - The Hatchet |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 19 | 8 | 7 | 5 | 3 |
Middle | 20 | 9 | 8 | 6 | 4 |
High | 21 | 10 | 9 | 7 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 43 | 30 | 29 | 27 | 13 |
Middle | 46 | 33 | 32 | 30 | 17 |
High | 49 | 36 | 35 | 33 | 20 |
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
The Oldest Xbox Known to Talyssian Seas (Standard Offensive)
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Devil Axe (+Eff) | A | Fury (3 or 4) Alternate: Swift Sparrow (2 or 3) |
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Reposition | B | Desperation 3 Alternate: Escape Route 3 |
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Bonfire Alternate: Moonbow |
C | Even Spd Wave 3 Alternate: Infantry Pulse 3 |
IVs | +SPD / -RES or -HP | S | Brazen Atk/Spd 3 Alternate: Swift Sparrow 2 |
Weapon: Devil Axe (+Eff)
Assist: Reposition
Special: Moonbow / Luna / Bonfire / Glimmer
Passive A: Fury (3 or 4) / Swift Sparrow (2 or 3) / Brazen Atk/Spd (3 or 4) / Life and Death (3 or 4)
Passive B: Desperation / Escape Route / Null Follow-Up / Lull skills
Passive C: Even Spd Wave / Flexible
Sacred Seal: Brazen Atk/Spd / Swift Sparrow / Flashing Blade / Heavy Blade
- Here it is: the oldest art known to all offensive units, otherwise known as Fury-Desperation. This build is variant of the previous Wrath build, except it focuses further on developing Barst's combat skills without waiting passively for Special-charged one-shots. In particular, it also allows Barst to exercise his excellent resulting stats, especially his Speed (which typically never factors in one-shot Wrath builds).
- Change occurs particularly in his B slot.
- Desperation is cheap, effective, and ultimately safe as it enables Barst to make any follow-up attacks immediately mostly without putting himself in danger of killing hits. It also combos well with the Wrath effect of Devil Axe due to being able to activate powered up Special in quick succession.
- Escape Route is easy to activate thanks to Devil Axe and maximizes Barst's movement options after he gets into range. It is a useful option in timed modes such as Aether Raids, Rival Domains, and Grand Conquests.
- Null Follow-Up and Lull skills (especially Lull Atk/Spd, Spd/Def, and Atk/Def) are more luxurious options that ease matchups with follow-up disruptive skills or stat-rich enemies, respectively.
- The rest of the build has mostly standard offensive options.
- Honor is given to Swift Sparrow for the A slot and seal as Barst is less reliant on getting into low health.
- The defense drops suffered from Life and Death are cushioned by the stats provided by Devil Axe (and Barst's Resistance is nothing to write home about anyway).
- The C slot is flexible as always depending on your ability to provide certain forms of ally support to Barst. Speed-increasing Wave skills in particular are an easy way to increase Barst's offensive potential self-sufficiently.
That Other Progenitor God (Double Wrath)
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Devil Axe (+Eff) | A | Fury (3 or 4) Alternate: Fierce Breath |
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Reposition | B | Wrath 3 |
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Bonfire Alternate: Moonbow |
C | Time's Pulse 3 Alternate: Infantry Pulse 3 |
IVs | +ATK or +SPD / -RES or -HP | S | Brazen Atk/Spd 3 Alternate: Quickened Pulse |
Weapon: Devil Axe (+Eff)
Assist: Reposition
Special: Ruptured Sky / Bonfire / Luna / Moonbow / Glimmer / Ignis
Passive A: Fury (3 or 4) / Fierce Breath / Steady Breath / Brazen Atk/Def
Passive B: Wrath 3
Passive C: Time's Pulse / Infantry Pulse / Flexible
Sacred Seal: Brazen Atk/Spd / Quickened Pulse / Brazen Atk/Def / Sturdy Blow
- This build doubles down on the refined effect of Devil's Axe. By having Wrath doubly applied in both Barst's weapon and the B slot, Barst is able to:
- Passively charge his Special twice as fast as the average Wrath unit, meaning 2-3 CD can be instantly charged depending on the rest of this build's setup.
- Gain an additional 20 true damage on top of whatever his Special is already doing on activation! This alone allows Barst to overcome many otherwise impossible matchups.
- However, due to the "wait-and-see" approach of this build, Barst relies on the power of one-shots and typically must wait a turn after every successful match for his Special to charge.
- The Special in question depends on preferences and whether you're able to provide Time's Pulse in the C slot or not.
- 2 CD Specials like Moonbow, Glimmer, or Ruptured Sky (you can get it from Female Byleth while inheriting Wrath or Fury 4 or both) are fair game on Time's Pulse-less builds as they instantly charge per turn from double Wrath.
- Builds utilizing Time's Pulse can instantly have Luna and Bonfire ready after every safe turn, as double Wrath plus Time's Pulse equates to an instant 3 cooldown charged.
- Ignis is a neat option to consider no matter the presence of Time's Pulse. Here are some combinations to consider and why:
- Time's Pulse + Ignis: does not require Barst to have a Breath-type A-slot skill or Infantry Rush support, as Ignis can proc in one counterattack after double Wrath charging + the CD reduction of Time's Pulse.
- Steady Breath / Fierce Breath + Ignis: After double Wrath charging and with a Breath skill, Barst can proc Ignis on any enemy counterattack without the CD reduction of Time's Pulse.
- Though running Fury and Devil's Axe together seems like a recipe for disaster due to doubly placing a timer on Barst's survivability, this is actually beneficial as it helps Barst get to Wrath range (and Brazen skill range if used) even quicker after initial combat. Otherwise, Brazen skills (they activate more often than not from Devil Axe's recoil alone) or Breath skills (their benefits are mentioned when discussing Specials).
- Seals that further complement Wrath (Brazens being recommended) or simply help out Barst's offensive stats top the list of Seals.
- Furthermore, one may consider Quickened Pulse for more instant Special charging, especially in combination with Time's Pulse.
Better Cup Size Than Edelgard (Galeforce)
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Devil Axe (+Spd) Alternate: Devil Axe |
A | Fury (3 or 4) Alternate: Swift Sparrow (2 or 3) |
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Reposition | B | Desperation 3 Alternate: Wings of Mercy 3 |
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Galeforce | C | Time's Pulse 3 Alternate: Savage Blow 3 |
IVs | +SPD / -HP or -RES | S | Flashing Blade 3 Alternate: Heavy Blade 3 |
Weapon: Devil Axe (+Spd) / Devil Axe
Assist: Reposition
Special: Galeforce
Passive A: Fury (3 or 4)
Passive B: Desperation / Wings of Mercy / Null Follow-Up
Passive C: Time's Pulse / Atk Smoke / Spd Smoke / Savage Blow
Sacred Seal: Flashing Blade / Heavy Blade
- Galeforce is the main point of concentration on this build; it gives Barst an additional action after activation, allowing him a number of follow-up options including escaping enemy range or going for another kill.
- Since Galeforce does not deal combat damage, it follows that the standard Wrath refinery effect of Devil's Axe is nearly useless here.
- Therefore, a Speed refine is preferred for a direct increase in Speed as well as +5 HP.
- If you do not want to waste Divine Dew or increase Barst's HP more than necessary (this is important for Wings of Mercy chains in modes like Aether Raids, in which Barst must reach ≤50 as soon as possible), simply using the base Devil Axe alone will suffice as it still provides a potent offensive boost by its lonesome.
- Fury is recommended above other options in the A slot as it enables Barst to become a teleportation beacon for other allies using Wings of Mercy, which is a potent Aether Raids Offense and Defense strategy.
- Other standard offensive A-slot skills like Swift Sparrow do the job if one cares less about this and more about pure performance. However, this may end up making Barst a rather generic Galeforce pick compared to others.
- In the B slot:
- Desperation is easily the safest choice as Galeforce enables Barst to engage in multiple subsequent fights, meaning he becomes more susceptible to killing hits after a while. Desperation lowers the chances of losing to a killing hit should Barst be able to make a follow-up attack.
- Wings of Mercy can be used with the help of other allies that can get into low health on their own, creating a chain of fighters that can teleport and use Galeforce anywhere on the map.
- Null Follow-Up decreases the risk of having a Galeforce sweep ruined by follow-up manipulation skills, such as Wary Fighter, Great Flame, and armors attempting to one-round KO Barst with Bold Fighter.
- Time's Pulse is generally the best choice in the C slot as it helps Barst charge Galeforce on units that can't counterattack; without it, Barst can fall short of 1 CD from completing the charge. Those that are confident in their chances, however, can otherwise run Smoke-type skills to debilitate nearby enemy groups, especially Aether Raid Defense setups.
- A Blade-type skill as the Sacred Seal is pretty much necessary on this build to help Barst consistently activate Galeforce in one round. Otherwise, Barst is forced to deal with its long disruptive cooldown every time he needs to get into the thick of things. The Seal you choose depends on whether you feel more confident in manipulating or relying on Attack or Speed comparisons.
Strengths
Devil Axe
Barst's main tool of distinction, fame, and good competitive performance, Devil Axe provides additional well-needed offensive and defensive stats on Barst's behalf as its primary effect. The trade-off for this is 4 damage after every successful battle. However, this actually synergizes fantastically well with a variety of skills, including Desperation, Brazen skills, and, most importantly of all, the full Wrath effect provided by refining Devil Axe further.
The Ability to Doubly Run Fury and Wrath
This is a very fortunate side-effect of using Devil Axe. With both the effects of Wrath and Fury (or Fallen Delthea's Death tome if you want to be anally technical) in tow, Barst is able to run their B- and A-slot versions and double their effects. This means: 1) Fury can put Barst in range of low HP skills (such as Wrath, Desperation, Brazen skills, and Wings of Mercy from allies) more easily, and 2) doubly-applied Wrath passively charges Barst's Special twice as fast while also increasing its additional +10 damage twice. This results in a potent and unique offensive niche for Barst that definitely differentiates him from other similar Axe infantry.
Nicely Aged Stats
By itself, Barst's statline is quite modest by modern melee infantry standard. However, Devil Axe's in-combat stat boosts strengthen it quite nicely across all categories, and the statline itself is pretty optimized: nicely distributed Attack, Speed, HP, and decent Defense at the cost of minimizing Barst's Resistance.
Infantry Perks
Barst's status as an infantry melee unit offers a nearly unfair advantage over other forms of competition as he is able to benefit from exclusive skills on himself and other allies, especially Wrath, Breath skills, Null Follow-Up, Time's Pulse, Infantry Rush, Infantry Flash, and more. Like others with similar high HP values, Barst is even able to provide Infantry Pulse support should his team setup call for it.
Weaknesses
Exploitable Resistance
Barst's neatly distributed statline comes at the cost of his Resistance, which only sits at 21 (counting Devil Axe stat boosts). Tome and dragonstone users are therefore expected to take Barst down few notches badly if they manage to get a stray hit in.
Playstyle Weaknesses
Many of Barst's practical builds are reliant on him achieving a low amount of HP, meaning he is sometimes susceptible to stray hits ending his life if improperly positioned. His double Wrath build is particularly reliant on waiting between turns and kills to charge his Special passively; there are times where users simply don't have the luxury of stopping and waiting.
Green Axe Competition
Among newer competition with naturally competitive statlines (Edelgard, Gerik, Valentines Alm) as well as older entries with considerable refined weapons of their own (Raven, Linus, Arthur, Hawkeye), Barst may have some trouble contributing if you already invested in them prior.
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Devil Axe (+Eff) | A | Distant Counter |
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Reposition | B | Close Call 3 |
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Noontime | C | Atk Smoke 3 |
S | Phantom Spd 3 |
The Stance™ (AR Offense)
Weapon: Devil Axe (+Eff)
Assist: Reposition
Special: Noontime
A Slot: Distant Counter
B Slot: Close Call 3 / Repel 3
C Slot: Atk Smoke 3 / Spd Smoke 3 / Pulse Smoke 3
Sacred Seal: Phantom Speed / Swift Stance 2 / Darting Stance 3
This build focuses on shutting down the large variety of ranged threats and AoE specials in Aether Raids during the Light Season. With the combination of Close Call / Repel, Phantom Speed and Eir / Peony's blessings, Barst will take significantly reduced damage from most, if not all foes in the mode. While under this combination of effects, as well as his weapon (and potential Brave Lucina support) he can do the following:
Completely shrug off fully-buffed Ophelia and even one shot HER in return.
Survive fully buffed RED bladetome units such as Tharja with little support. (Though Brave Lucina support trivializes the encounter with this build.)
Make an absolute joke out of most ranged units that either aren't pre-charged, or have Fire/Windsweeping capabilities.
Running Noontime on this set allows for some pretty consistent healing with either Infantry Rush or Brave Lucina support, while also adding a good bit of extra damage if you ever happen to fall into Devil Axe's wrath effect range. Coupling the wrath damage with his solid attack as well as potential buffs will usually result in enough healing to tank the next few units.
Close Call / Repel are the main crux of the set however, providing a potential (albeit usually hit) 40% damage reduction based on how much faster you are than your opponent. Outside of combat however, Devil Axe's Fury 4 effect will not slow down AoE damage, but in combat it will. Phantom Speed will "increase" your speed both inside and out of combat thanks to its synergy with Close Call and Repel, which can drastically reduce incoming damage from pretty much all sources, bar Poison Strike, Savage Blow, and bolt effects from Towers / Traps.
Atk Smoke / Spd Smoke both provide similar effects but in different ways, with Atk Smoke directly cutting the foes damage output, while Spd Smoke triggers Close Call, or enhances its effect.
If the Phantom Spd 3 seal has not been invested in, and I don't blame you if it hasn't been prior, then the Darting Stance 3 and Swift Stance 2 seals fill similar roles. Darting Stance 3 granting a bigger boost to Close Call's damage reduction than Swift Stance 2 at the cost of potential Res.
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Devil Axe (+Eff) | A | Fury 4 |
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Reposition | B | Wrath 3 |
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Bonfire | C | Time's Pulse 3 |
S | Brazen Atk/Def 3 |
The goal of this build is to set Barst up with low HP and let him one-shot problem targets. The combination of stacking 2 instances of Wrath with Time's Pulse lets Barst charge up 3 - count specials immediately at the start of the turn.
Devil Axe: a solid +4 to all his stats during combat is a godsend for Barst's relatively balanced statline and also helps him avoid chills due to the bonuses being considered an in-combat bonus. the 4 damage after combat is a plus in this case, helping him set up for Wrath stacking after a single combat.
Reposition: He comes with the best movement assist in the game. 'Nuff said.
Bonfire: Barst can work with many different specials, but Bonfire is the best in my opinion for raw killing power. If you want him to last longer in combat you could also run with Sol or even Aether..
Fury 4: More stats are always good, and the extra 8 damage post-combat helps engage Brazen Atk/Def.
Wrath 3: +20 true damage and -2 cooldown on turn start is huge for Barst, and let him become a huge presence on the battlefield.
Time's Pulse: The most expensive option here. This skill lets Barst use 3 count specials right away when on low HP as it stacks with both instances of Wrath.
Brazen Atk/Def 3: More killing power, both in terms of raw Atk and bonus Bonfire damage.
All things considered, Barst is now a solid nuke unit. This build is high investment but he also has many other A and B slot options so try them out for yourself.
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Wo Gùn+ (+Def) | A | Steady Breath |
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Rally Spd/Def | B | Wrath 3 |
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Aether | C | Infantry Pulse 3 |
S | Spd/Def 2 |
Defensive Barst build (+10). He's got a great defensive balance, being able to prevent a lot of doubles thanks to 41 Spd. SB allows for more defense and allows him to proc Aether more. Wrath +Wo Gun makes for harder hitting specials. Heavy investment
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Poleaxe+ (+Def) | A | Fury 3 |
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Reposition | B | Desperation 3 |
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Bonfire | C | Threaten Def 3 |
S | Brash Assault 3 |
I Always Used Barst, Because He Was My Star Unit In My Playthrough Of FE12. With This Build, Barst Can Be Someway Useful,Allowing Him To Double, And Actually Destroy Horse Emblem.(He's +6 BTW)
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Poleaxe+ (+Res) | A | Fortress Res 3 |
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Ardent Sacrifice | B | Chill Res 3 |
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Glacies | C | Threaten Res 3 |
S | Fortress Res 3 |
This is, quite simply put, THE best thing ever made by man. Fire? The sickle? Villages? Advanced agriculture? Factories? The computer? The phone?! All of it cannot compare to THIS! The amazing Iceman Barst! Nothing you can name can come CLOSE to this crowning achievement of mankind as we know it! This is the perfect cavalry counter and will make the likes of B!Lyn run and hide in pure terror at how awesome his Res is!
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 5 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
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300 | 1 | 8 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Restricted to melee units.
Unlocks at 3 ★ |
150 | B |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
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