- Default
- Attack
- Special
- Injured




Helbindi - Savage Scourge |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 4 | 8 | 6 |
Middle | 18 | 9 | 5 | 9 | 7 |
High | 19 | 10 | 6 | 10 | 8 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Helbindi the Tank (General Use)
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Býleistr (+Eff) | A | Distant Stance Alternate: Distant Counter |
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Positional Assist | B | Quick Riposte 3 Alternate: Mystic Boost 3 |
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Noontime Alternate: Moonbow |
C | Joint Drive Atk Alternate: Def Smoke 3 |
IVs | +ATK, +DEF, or +RES / -SPD | S | Def/Res Solo 3 Alternate: Quick Riposte 3 |
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)
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Býleistr (+Eff) | A | Atk/Def Unity Alternate: Sturdy Stance 3 |
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Positional Assist | B | Quick Riposte 3 Alternate: Mystic Boost 3 |
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Ignis | C | Joint Drive Atk Alternate: Pulse Smoke 3 |
IVs | +ATK or +DEF / -SPD | S | Steady Breath Alternate: Quick Riposte 3 |
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.
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Býleistr | A | Bonus Doubler 3 |
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Swap | B | Wrath 3 |
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Bonfire | C | Even Def Wave 3 |
S | Brazen Atk/Def 3 |
Seal: Brazen Atk/Def
Nature: Neutral
Merge: +2
Dragonflower: +0
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Somewhat straightforward build that makes Helbindi's odd turns monstrous. Bonus Doubler makes it so he gets effectively +8 to all his stats while Even Def Wave makes his off-rhythm turns a little more sustainable.
Wrath combos well with Brazen and allows him to proc Bonfire a little more often. I've tried Ignis but felt like the rhythm isn't as agreeable.
Even Spd Wave could work better for survivability as it would place him at 30 spd before support. It's a little awkward and not really recommended unless you can guarantee strong support. Renewal in B and/or S could pair well as it strengthens his downtime with Spd Wave to pay off when he's ready to go back into the fray next turn.
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Býleistr | A | Distant Counter |
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Rally Atk/Spd+ | B | Guard 3 |
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Aether | C | Infantry Pulse 3 |
S | Heavy Blade 3 |
Helbindi made for an Infantry team. Helbindi is meant to be on an infantry team and is the hero that gets your team moving on turn one. Helbindi is the third unit of my Infantry team. (Other members on account)
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Býleistr | A | Distant Counter |
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Reposition | B | Renewal 3 |
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Bonfire | C | Even Res Wave 3 |
S | Even Def Wave 3 |
Helbindi is one of my favorite units in the game and this build is to maximize tanking if you're a noble soul like myself and refuse to use Surtr.
Byleistr, acting like an Odd Stat Wave, combos with Even Res and Def Waves to provide constant buffs for Helbindi and his teammates.
Reposition is just a good skill for Infantry but can be replaced for Swap.
Bonfire can be replaced with Ignis or any healing special but is there to add damage seeing how he's going to be getting doubled and, with Distant Counter, will be hitting everything back at least decently hard.
Finally Renewal is there to add longevity and make him completely self-sustainable and if you're running Sol, Noontime or Aether he will be almost unkillable.
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Wo Gùn+ (+Atk) | A | Distant Counter |
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Reposition | B | Quick Riposte 3 |
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Noontime | C | Odd Def Wave 3 |
S | Heavy Blade 3 |
An enemy phased mixed tank, helbindi will take hits while simultaneously healing himself in the same turn. Granted his attack is higher than his opponent, he will be activate noontime twice per engagement and add damage thanks to heavy blade and wo gun. While his defenses aren't boosted other than defense wave, healing on each counter attack should make up for it towards his survivability
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Hack-o'-Lantern+ (+Def) | A | Warding Breath |
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Reposition | B | Quick Riposte 3 |
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Aether | C | Infantry Pulse 3 |
S | Close Def 3 |
Pulled Helbindi on his original banner intending to fodder him of for his duel skill to my raven merge project, then saw his IVs and couldnt bring myself to do it. He just sat around for a bit while I grappled with what to do with him until the Halloween TTs came around, and this build came to my mind. At first glance changing out his weapons didnt seem smart at all as his personal weapon is great (and he has guard in his base kit...) but the no hp requirement won me over. With the hackolaturn providing no hp limited guard, he essentially prevents ever getting hit by an opponents special barring any pre-charging, while warding breath accelerates his own special cooldown. QR for the EP double obviously. Due to his atrocious speed, he will virtually always get doubled, but due to his fantastic native bulk and the guard effect, he will survive most encounters. Running aether allow him to heal, potentially back into QR range. Can also run Ignis for some extra burst in exchange for the healing. With the CC seal, he reaches 45/41 def/res before any buffs, with 49 HP due to the weapon refine, for a total of 94/90 mixed bulk. C skill is flexible, his base infantry pulse is a great option and gets further synergy with the weapon refine. For mixed teams I currently have drive spd as a budget.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Inheritable by Axe users only.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Green Infantry units only
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70 | A |
![]() Green Infantry units only
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150 | A |
![]() Green Infantry units only
Unlocks at 5 ★ |
300 | A |
![]() Inheritable by all units.
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50 | B |
![]() Inheritable by all units.
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100 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | B |
![]() Infantry Units Only |
60 | C |
![]() Infantry Units Only |
120 | C |
![]() Infantry Units Only Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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