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Fallen Gustav

Analysis by Wecondo12
Fallen Gustav - Sovereign Slain

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 40
ATK 41
SPD 25
DEF 38
RES 30

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 2 9 7
Middle 18 11 3 10 8
High 19 12 4 11 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 38 21 35 26
Middle 40 41 25 38 30
High 43 45 28 41 33

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

Why did it take 2 years for this guy to come out (Offense)

Build by Wecondo12
Recommended
Headsman Glitnir A Atk/Def Catch 4
Alternate: Sturdy Surge
Positional Assist B A/D Near Trace 3
Galeforce
Alternate: Bonfire
C Atk Smoke 4
IVs

+ATK or +DEF / -SPD

SAtk/Def Solo 3
Alternate: Sturdy Blow 2

Show Explanation/Analysis

Weapon: Headsman Glitnir

Assist: Positional Assist / Preference

Special: Galeforce / Bonfire

Passive A: Atk/Def Catch 4 / Sturdy Surge

Passive B: A/D Near Trace 3

Passive C: Atk Smoke 4 / Preference

Sacred Seal: Atk/Def Solo / Sturdy Blow

  • After far too much wait, Fallen Gustav has finally entered Feh as an exceptional Axe Cavalier with a great statline and personal weapon. Headsman Glitnir accelerates Gustav’s special cooldown while penalizing the foes during his attacks in combat, grants him automatic follow-up attacks if the foe can counter or the foe initiates, and on top of that it inflicts a hefty penalty to the foe’s Attack, Defense, and Speed.
  • Gustav happens to start with most of the skills he needs: Atk/Def Catch, A/D Near Trace, and Atk Smoke 4 are all in his base kit. However, for his A slot, one can also opt for Sturdy Surge to give Gustav some self sustain, however Sturdy Surge is fairly rare as it is only available via Hatari Nailah and Groom Roy at the time of writing. Sturdy Surge is also ineffective with Galeforce, requiring him to run a damage special in order to benefit from the healing effect.
  • Headsman Glitnir makes Gustav a great Galeforcer, as he’ll always be able to trigger it in two hits reliably due to not having his cooldown reduction tied to Heavy Blade. 
  • A/D Near Trace gives Gustav excellent hit and run capabilities thanks to the Canto it provides. 
  • Gustav’s sacred seal should be used to give him even more Attack and Defense on Player Phase: For this purpose seals such as Atk/Def Solo and Sturdy Blow are good options.

Strengths

Headsman Glitnir

Headsman Glitnir is as strong as many exclusive weapons are in Feh’s modern era: Inbuilt Cooldown acceleration and Cooldown penalization for the foe, a hefty stat penalty on foes, and Automatic follow-up attacks since we can’t have a modern slow Fire Emblem Heroes unit without those. These effects make Gustav a powerhouse when coupled with his great statline.
 

Statline

Gustav boasts decent stats all around aside from Speed. Of particular note is his incredible Attack and Defense stats of 41 and 38 base respectively, the former of which can also be improved further with a superasset.

Weaknesses

Effective Weaponry

Gustav’s Defense stat means he’ll usually be able to survive some hits from physical effective weaponry, but these weapons will typically still be able to take a decent chunk of his health in the process. The main form of effective weaponry Gustav has to watch out for is magic based from the likes of Micaiah due to his only average base 30 Resistance, resulting in an easy KO should they initiate.

Terrible Speed

Gustav’s poor Speed leaves him reliant on his weapon’s effects to score follow-up attacks, leaving him vulnerable to foes who possess Null Follow-Up as they will be able to sharply reduce Gustav’s damage output by cutting him off from his automatic follow-ups. Foes with Speed based damage reduction will also be able to cause issues for Gustav, as his terrible Speed essentially guarantees they’ll be able to gain the full effect of their damage reduction skills against him.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Headsman GlitnirAccelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe during combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe can counter, or if foe initiates combat, unit makes a guaranteed follow-up attack.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
BonfireBoosts damage dealt by 50% of unit's Def.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Def Catch 1At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 2 ★
60
A
Atk/Def Catch 2At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 3 ★
120
A
Atk/Def Catch 3At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 4 ★
240
A
Atk/Def Catch 4At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 5 ★
300
A
A/D Near Trace 1Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-1 on foe during combat.  【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 again. 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.)
Cavalry & Flying Only
Unlocks at 1 ★
60
B
A/D Near Trace 2Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-2 on foe during combat.  【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 again. 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.)
Cavalry & Flying Only
Unlocks at 2 ★
120
B
A/D Near Trace 3Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-3 on foe during combat.  【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 again. 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.)
Cavalry & Flying Only
Unlocks at 4 ★
240
B
Atk Smoke 1After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
60
C
Atk Smoke 2After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
C
Atk Smoke 3After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C
Atk Smoke 4After combat, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions, grants Def/Res+6 to unit for 1 turn, and unit gains "foe cannot make a follow-up attack" for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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