- Default
- Attack
- Special
- Injured




Jamke - Prince of Verdane |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 15 | 7 | 9 | 6 | 3 |
Middle | 16 | 8 | 10 | 7 | 4 |
High | 17 | 9 | 11 | 8 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 34 | 33 | 28 | 25 | 13 |
Middle | 38 | 36 | 32 | 29 | 17 |
High | 41 | 39 | 35 | 32 | 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 |
---|---|---|---|---|
This unit requires use of Trait Fruits to get access to IVs
Skill Sets
https://www.youtube.com/watch?v=JWOY1VJc6A4 (Aether Raids Defense)
![]() |
Bow of Verdane (+Eff) | A | Atk/Spd Boosting A Slot Alternate: Flashing Blade 4 |
---|---|---|---|
![]() |
Positional Assist | B | Lull Spd/Def 3 Alternate: Windsweep 3 |
![]() |
Deadeye | C | Time's Pulse 3 |
IVs | +ATK or +SPD / -RES or -HP | S | Flashing Blade 3 Alternate: Phantom Spd 3 |
Weapon: Bow of Verdane (+Eff)
Assist: Positional Assist
Special: Deadeye
A Passive: Atk/Spd Boosting A Slot / Flashing Blade 4
B Passive: Lull Spd/Def / Windsweep / Watersweep
C Passive: Time’s Pulse
Sacred Seal: Flashing Blade / Phantom Spd
- Bow of Verdane pushes Jamke out of the realm of irrelevancy and turns him into what is essentially a colorless Ullr since his PRF grants +10 Atk/Spd as well as a guaranteed follow-up attack and Desperation. Because of these effects, he can run a multitude of skills that not only allow him to output a consistent amount of damage but also allow him to survive if he were to miss a kill. This set is here to highlight an Aether Raids Defense niche that he established for himself thanks to Bow of Verdane. It should be noted that this set can also be replicated on Aether Raids Offense, but the skill recommendations are based on Aether Raids Defense.
- Deadeye is a solid option for his Special since his PRF has innate Slaying and given that he is Infantry, he can also run Time’s Pulse and essentially have a one-cooldown Deadeye ready to go at the start of turn one. This can also be great for tank-busting in general, provided that he can deal enough damage, as plenty of foes will have their HP stat inflated in Aether Raids.
- Any passive that increases Jamke’s Atk and Spd will be a good option for him as those are his most important stats. Preferably, avoid skills that have recoil damage as they can knock him out of the 25% HP threshold. He can also run Flashing Blade 4 for extra true damage and securing Deadeye triggers.
- Since Bow of Verdane has a guaranteed follow-up attack built into it as well as Desperation, he can run a fair amount of skills and ditch staple options. Lull Spd/Def is one example that can help Jamke with his overall combat prowess as the negation of Spd and Def buffs can allow him to trigger Bow of Verdane’s conditions and output more damage consistently. Meanwhile, because he has a guaranteed follow-up attack in his weapon, he can also opt for Windsweep or Watersweep since he can bypass the follow-up negation if he’s fast enough, which he should be in many cases.
- Time’s Pulse is one of the only options I can recommend for this set as the idea is to help Jamke trigger Deadeye in the first combat he enters. Deadeye starts out as a two-cooldown Special since Bow of Verdane has innate Slaying, and he can always opt for Flashing Blade, but there’s no guarantee that he’ll be able to trigger it consistently if the foe has some type of Guard effect present, such as Crafty Fighter or a Stance 3. As such, Time’s Pulse will be his go-to option.
- Depending on the rest of the kit, Jamke can either opt for Flashing Blade or Phantom Spd. Flashing Blade will be necessary for piercing through Guard effects and guaranteeing a Deadeye trigger. Of course, if he’s running Flashing Blade in the A Passive, he can opt for Phantom Spd as he happens to be a relatively good user of it. He can always use Sacred Seals that naturally increase his Atk and Spd, but for tank bursting, he can always use Phantom Spd as most tanks won’t have the Spd stat to match Jamke.
https://www.youtube.com/watch?v=HtC9G6hFXvQ (Player Phase / General Use)
![]() |
Bow of Verdane (+Eff) | A | Atk/Spd Boosting A Slot |
---|---|---|---|
![]() |
Positional Assist | B | Special Spiral 3 |
![]() |
Deadeye Alternate: Luna |
C | Time's Pulse 3 Alternate: Joint Drive Spd |
IVs | +ATK or +SPD / -RES or -HP | S | Blade Session 3 Alternate: Quickened Pulse |
Weapon: Bow of Verdane (+Eff)
Assist: Positional Assist
Special: Deadeye / Luna
A Passive: Atk/Spd Boosting A Slot
B Passive: Special Spiral
C Passive: Time’s Pulse / Joint Drive Spd / Joint Drive Atk / Def Smoke / Spd Smoke
Sacred Seal: Blade Session / Quickened Pulse
- Given Jamke’s Infantry status and relatively well-allocated statline, he has plenty of skill options. This build is mainly to highlight more options he has available to him more than anything else, so if you’re looking for a good player phase and general use set, this set will be for you.
- Deadeye is a solid option for his Special since his PRF has innate Slaying and given that he is Infantry, he can also run Time’s Pulse and essentially have a one-cooldown Deadeye ready to go at the start of turn one. Of course, since it is expensive, he can also opt for Luna as that should help him hit relatively hard as well, albeit not as hard.
- Any passive that increases Jamke’s Atk and Spd will be a good option for him as those are his most important stats. Preferably, avoid skills that have recoil damage as they can knock him out of the 25% HP threshold.
- Special Spiral is relatively nice for consistently charging Deadeye as there’s never a guarantee that he’ll be able to charge it, especially if Guard effects are present. He has other options for sure, but considering this is a general use set, they aren’t as necessary. Likewise, Special Spiral can allow Jamke to trigger Deadeye more than once per turn if he were to be refreshed.
- For Jamke’s C Passive, he can either opt for Time’s Pulse or anything that increases his offensive pressure. Time’s Pulse can allow Jamke to charge Deadeye much more quickly but will become worthless after as Special Spiral will return Deadeye to full charge. As such, he also has the option of running a Joint Drive or a Smoke skill, depending on what’s available to you.
- Depending on how quickly you want Jamke to charge and trigger Deadeye, he can either opt for a Sacred Seal that increases his offensive pressure or run Quickened Pulse. Blade Session is a solid option for the player phase as it can give him up to +9 Atk/Spd. Meanwhile, Quickened Pulse can allow Jamke to get an instant Deadeye with Time’s Pulse, but he can always trigger Deadeye on the second hit regardless or could run external support such as Infantry Pulse to charge it, so it’s not as necessary.
Strengths
Bow of Verdane
Bow of Verdane elevates Jamke’s ability to perform in combat to a whole new level as now he is somewhat comparable to the likes of Ullr thanks to the additional +10 Atk/Spd he gains from his PRF, the innate Slaying, and the two extra effects he gains based on how much more Spd he has over the foe:
- If Jamke has at least three more Spd than the foe, he’ll get a guaranteed follow-up attack.
- If Jamke has at least seven more Spd than the foe, he’ll get the previous effect alongside Desperation.
These effects can allow Jamke to become a very suitable tank buster, especially if running Deadeye as he can always trigger it on the second hit with the right investment and skills.
Good Offenses
Alongside Bow of Verdane, Jamke also has a good offensive statline of 36/32 Atk/Spd. This isn’t taking his PRF or other skills into account, so it can easily be bolstered to higher amounts with very little issue.
Weaknesses
Low Resistance
Jamke, unfortunately, suffers from Mage-itis and will more than likely fall in combat if he were to make contact with a foe that targets his Res. Luckily, he can get around his condition by simply initiating combat, provided that the foe can’t survive two consecutive hits from Bow of Verdane.
![]() |
Brave Bow+ | A | Life and Death 4 |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Luna | C | Threat. Atk/Def 3 |
S | Atk/Spd 2 |
Jamke is your best free to play infantry archer for several reasons, he gains extra points in HP, Attack AND Speed from his first merge which rivals several other bow infantry's offense stat when they're +10. He also has better HP and Def compared to Bride Cordelia, which means he can take hits a lot better than she can when faced against distant counter fighters. Since he can be summoned with heroic grails his availability is already superior compared to Legendary Alm and Bridal Cordelia.
![]() |
Slaying Bow+ (+Res) | A | Close Counter |
---|---|---|---|
![]() |
Draw Back | B | Vantage 3 |
![]() |
Noontime | C | Def Smoke 3 |
S | Fierce Stance 3 |
~Get in there, get out of here~ (merged +4, DF +8)
Light season AR Vantage sweeper. Decent boosts with Smite Link + M!Corrin soaking Chills. Switched from double Savage Blow after Healing Tower and lack of multiple dancers made Def Smoke less setup intensive. Continuing to merge and hoping for Special Damage refine prf one day.
![]() |
Bouquet Bow+ (+Spd) | A | Life and Death 3 |
---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Glimmer | C | Even Atk Wave 3 |
S | Heavy Blade 3 |
With the Bouquet Bow+, he can know use swift sparrow , and more reliably double. With that he can use desperation more effectively. With Heavy Blade he can activate two turn specials(Moonbow/Glimmer). With Even Attack Wave he can get more attack and activate Heavy Blade. Overall, the Bouquet Bow+ helps Jamke’s Desperation Build, with the only drawback is he loses the slaying from the slaying bow. For Arena you might want to use Aether and Rallies instead for a higher score in Arena.
![]() |
Guard Bow+ (+Def) | A | Fury 3 |
---|---|---|---|
![]() |
Reposition | B | Vantage 3 |
![]() |
Draconic Aura | C | Threaten Def 3 |
S | Heavy Blade 3 |
If you had a Jamke +2 merged. You'd have quite a strong unit if you invest enough into said unit
Having a Jamke at +2 and with a defence refined guard bow makes his stats looks like this
HP:41
Atk:52(56 if boosted by Helbindi's Byleistr)
Ded:36(42 in enemy phase,46 if boosted by Byleistr)
Spd:36(40 if boosted by Byleistr)
Res:20(26 in enemy phase,30 if boosted by Byleistr)
Helbindi is a very viable team option as he can boost Jamke's stats all at once which can Make Jamke a very deadly fighter to combat
Any sort of high res,attack and speed Mage like Linde,Delthea or Ishtar can be his wall against mages as if they get to close,especially raven tomes,they can either decimate him or take a huge chunk out of his health
High speed,high attack red sword units like Ayra and Mia are also very viable as they can also sweep threats for Jamke as long as they are not blue units.
Skills:
A:Fury to boost his stats
B:Vantage to get a lucky kill,though desperation might be more viable working with fury
C:Threaten def to cripple enemie' defence or to lower it just enough so that it's a OR/OHKO
Assist:Reposition as it's the best assist skill in the game
Special:Draconic Aura as Jamke's mighty wallop of damage can be brutal with it.
Overall,this build can be viable. But it does need quite a bit of support to let Jamke wreak havoc on his enemies. This build is like an infantry B!Lyn pretty much.
![]() |
Slaying Bow+ | A | Heavy Blade 3 |
---|---|---|---|
![]() |
Draw Back | B | Swordbreaker 3 |
![]() |
Glimmer | C | Drive Spd 2 |
S | Drive Atk 2 |
An easy to build budget Jamke for TT if you don't have any other bonus units.
Slaying Bow is a pretty solid weapon so it doesn't need to be replaced. Draw Back is a decent movement skill, but could be swapped out for almost anything else like Reposition, Swap, or Shove. I'd say Glimmer or Moonbow would be best for his special since they both have low cooldowns. Heavy Blade is a great skill and comes with Jamke's base kit. Sword Breaker is a great way to give Jamke some combat advantage without having to invest much. Then you can use Drive skills like Drive Spd and Drive Atk to have Jamke boost some of yyour more powerful units.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Bow users.
|
50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Only Inheritable by Bow users.
|
100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Bow users.
|
200 | 2 | 8 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Bow users.
|
300 | 2 | 12 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
60 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Excludes Tome and Staff Users
Unlocks at 1 ★ |
50 | B |
![]() Excludes Tome and Staff Users
Unlocks at 2 ★ |
100 | B |
![]() Excludes Tome and Staff Users
Unlocks at 4 ★ |
200 | B |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
|
---|
Banners Featured In
None