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Analysis by ZeShado
Helbindi - Savage Scourge

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 44
ATK 35
SPD 18
DEF 35
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 4 8 6
Middle 18 9 5 9 7
High 19 10 6 10 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 41 32 14 32 28
Middle 44 35 18 35 31
High 47 38 21 38 34

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

Helbindi the Tank (General Use)

Build by ZeShado
Recommended
Býleistr (+Eff) A Distant Stance
Alternate: Distant Counter
Positional Assist B Quick Riposte 3
Alternate: Mystic Boost 3
Noontime
Alternate: Moonbow
C Joint Drive Atk
Alternate: Def Smoke 3
IVs

+ATK, +DEF, or +RES / -SPD

SDef/Res Solo 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Býleistr (+Eff)

Assist: Positional Assist

Special: Noontime / Moonbow

A Passive: Distant Stance / Distant Counter

B Passive: Quick Riposte / Mystic Boost / Null C-Disrupt

C Passive: Joint Drive Atk / Def Smoke / Atk Smoke

Sacred Seal: Def/Res Solo / Quick Riposte / Mystic Boost

  • Býleistr being able to inflict upwards of -10 Atk on an enemy, provided that both conditions are met, can provide Helbindi with the opportunity to tank a variety of foes, especially since his mixed bulk is fairly good as is. With a base Def stat of 35 and a base Res stat of 31, the -10 infliction on the foe can easily boost it to 45/41 Def/Res before any skills are involved. Moreover, the visible buffs that Býleistr can grant can boost his Def and Res to 50 and 46 respectively. As such, it wouldn’t be a bad idea to turn Helbindi into a mixed tank as he can perform that role fairly well.
     
  • Two options for Helbindi’s Special include Noontime and Moonbow. Noontime is nice to have around for sustainability purposes since multiple combats can have a toll on his longevity. Meanwhile, Moonbow can be helpful for securing more ORKOs. Both Specials will require that Helbindi runs Quick Riposte in his kit, whether that’s in his B Passive or Sacred Seal since he can’t double naturally and lacks any form of guaranteed follow-up.
     
  • Since Helbindi will be acting as a mixed tank, he’ll appreciate the ability to counterattack ranged foes. As such, he’ll want to run some form of Distant Counter, whether that’s… Distant Counter or Distant Stance. Distant Stance is better since it also grants additional Res, but given that Helbindi already has good mixed bulk, you won’t lose out on much by running Distant Counter instead.
     
  • One mandatory skill Helbindi will need in his kit is Quick Riposte. Without it, he’ll struggle to take down many of his foes since he can’t double naturally. Thankfully, it’s not that premium of a skill and is available as a Sacred Seal, so you have the choice of where to run it. If you do plan to run it as his Sacred Seal, Helbindi can instead run Mystic Boost for sustainability. Null C-Disrupt is also an option, but given how rare Firesweep effects are in PvE, it may just go to waste most of the time.
     
  • Since Býleistr grants visible buffs, it limits what C Passives Helbindi can and should run. That being said, two of the three recommended options are easily available, those being Def Smoke and Atk Smoke. Smokes are a good option all-around since it can significantly increase his overall damage output and tanking prowess. Of course, if you want something much more consistent, he can run Joint Drive Atk instead since all he needs to do is be near an ally. Any of these options are good.
     
  • Depending on what the rest of the kit is equipped with, Helbindi can either opt for Def/Res Solo, Quick Riposte, or Mystic Boost. Quick Riposte is going to be required no matter what, but it doesn’t necessarily matter which slot you put it in. However, if you do equip it as his B Passive, he can then opt for Def/Res Solo or Mystic Boost. Def/Res Solo will significantly increase his ability to tank in general while Mystic Boost will help with sustain and keep him in the Quick Riposte range longer. Either of these options is good, but if Quick Riposte isn’t equipped as his B Passive, then he’ll want it as his Sacred Seal.

Helbindi the Melee Specialist (Aether Raids Offense)

Build by ZeShado
Býleistr (+Eff) A Atk/Def Unity
Alternate: Sturdy Stance 3
Positional Assist B Quick Riposte 3
Alternate: Mystic Boost 3
Ignis C Joint Drive Atk
Alternate: Pulse Smoke 3
IVs

+ATK or +DEF / -SPD

SSteady Breath
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Býleistr (+Eff)

Assist: Positional Assist

Special: Ignis

A Passive: Atk/Def Unity / Sturdy Stance 3

B Passive: Quick Riposte / Mystic Boost

C Passive: Joint Drive Atk / Pulse Smoke

Sacred Seal: Steady Breath / Quick Riposte / Mystic Boost

  • Býleistr granting visible buffs to Helbindi can allow him to run a self-sufficient Melee Specialist set with Unity since he won’t have to rely on allies to gain visible buffs. Likewise, the amount of visible buffs he gains from Býleistr is higher than what you would gain from a Peony or Plumeria refresh. There may be an issue with it triggering on even turns, but given that Helbindi has relatively min-maxed stats, he should be able to get hit by a Dark Shrine. In any case, Helbindi’s min-maxed statline alongside his PRF refine can bring about a significant stat-swing between him and his foe, provided that the conditions are met.
     
  • To secure more kills, Helbindi will want to run a high-damaging Special that he can trigger consistently. One such Special is Ignis. Granted, he’ll need to run Quick Riposte to double as well as run Steady Breath, whether that’s as his Sacred Seal or Brave Lucina support since otherwise, he won’t be able to trigger it. Ignis should, theoretically, be able to KO the opponent on the second hit. The only issues will be Impact skills since Helbindi won’t be able to double through those and Guard as that will prevent Ignis from triggering on the second hit. However, if Impact or Guard isn’t present, then he shouldn’t have any issue doubling and securing an Ignis trigger.
     
  • For the Melee Specialist role, two options worth considering for Helbindi’s A Passive are Atk/Def Unity and Sturdy Stance 3. Given that Býleistr provides visible buffs, if Helbindi ever ends up receiving the Panic status, then it’ll affect his performance significantly. As such, Atk/Def Unity can work to fight against it and secure stat bonuses. Meanwhile, Sturdy Stance 3 is a consistent +6 Atk/Def in the enemy phase that also slows the enemy’s Special. This can be good for tanking in general since negating Specials from the foe will increase his overall longevity on the field. Either option is worthwhile, but you just have to be careful about the visible buffs.
     
  • Helbindi will want to run Quick Riposte somewhere in his kit, whether that’s in his B Passive or Sacred Seal since he needs to have the ability to double. His Spd stat is too low to take advantage of it, so he essentially relies on Quick Riposte. If you do choose to run Quick Riposte in his B Passive, he can then opt for Steady Breath as his Sacred Seal. However, if you’re running Brave Lucina support, then he can run Mystic Boost in his B Passive instead for sustainability purposes.
     
  • Since Býleistr grants visible stats, Helbindi ends up lacking options for his C Passive. That being said, the options he does have access to are more than enough. This includes Joint Drive Atk and Pulse Smoke. Joint Drive Atk is solid in general for increasing damage output while Pulse Smoke is good for shutting down instant Specials. Joint Drive Atk might end up being more consistent since there’s no guarantee that the foe will have an instant Special. However, you can’t go wrong with either option.
     
  • Depending on the B Passive and support being run, Helbindi can either opt for Steady Breath, Quick Riposte, or Mystic Boost. Steady Breath and Quick Riposte are essentially required with this kit since he’ll want to have the ability to trigger Ignis, which requires Helbindi to double. That being said, if you have Quick Riposte in his B Passive, he can run Steady Breath as his Sacred Seal. However, if he’s running Brave Lucina support, he can instead opt for Quick Riposte or Mystic Boost, depending on what is being run as his B Passive.

Strengths

Býleistr

    Býleistr has a variety of effects that allow Helbindi to perform fairly well offensively and defensively. For starters, on odd-numbered turns or if within four spaces of a foe, he grants Spectrum 5 to himself and to allies within two spaces for that turn. Albeit the ally support doesn’t help Helbindi in any way, but it felt worth mentioning anyway. Moreover, it’s not nearly as significant as the latter effects, but not having to rely on rallies is nice all the same. Speaking of the latter effects, there are two conditions that Helbindi can meet to gain additional stats. If it is an odd-numbered turn or if the foe has at least 75% of their HP present, he gains +5 Atk and inflicts -5 Atk on the foe, effectively granting Helbindi +5 Def/Res. Moreover, if Helbindi is within two spaces of an ally or initiates combat, the latter you should not do, he gains an additional +5 Atk and inflicts an additional -5 Atk on the foe and the foe cannot make a follow-up attack. Effectively, if both conditions are met, he can gain +10 Atk/Def/Res which not only allows him to take on many more foes but also allows him to output more damage in general.

Good Atk

    Helbindi has a relatively good base Atk stat of 35, and while he doesn’t have a superboon in Atk, his PRF is able to grant an additional +10 Atk if both conditions are met. This can significantly increase his chances of taking down foes during each combat he enters.

Good Mixed Bulk

    Helbindi has relatively good defenses as his base Def/Res sits at 35/31 respectively. In addition to his good mixed bulk, his PRF is able to essentially grant an additional +10 Def/Res if both conditions are met. Thus, significantly increasing his overall survivability.

Weaknesses

Low Spd

    Despite having the ability to negate enemy follow-up attacks, if the foe has a guaranteed follow-up attack, then they’ll be able to double through the follow-up negation since Helbindi has a low Spd stat. Likewise, because Helbindi is slow, he’ll be extremely reliant on Quick Riposte to secure doubles.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
Silver Axe
Inheritable by Axe users only.
200 1 11
BýleistrAt start of odd-numbered turns, grants Atk/Spd/Def/Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
RetributionBoosts damage dealt to foe by 30% of damage dealt to unit.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
VengeanceBoosts damage dealt to foe by 50% of damage dealt to unit.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
G Duel Infantry 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Green Infantry units only
70
A
G Duel Infantry 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Green Infantry units only
150
A
G Duel Infantry 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Green Infantry units only
Unlocks at 5 ★
300
A
Guard 1If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
50
B
Guard 2If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
100
B
Guard 3If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Unlocks at 5 ★
200
B
Infantry Pulse 1Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.)
Infantry Units Only
60
C
Infantry Pulse 2Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.)
Infantry Units Only
120
C
Infantry Pulse 3Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.)
Infantry Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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