- Default
- Attack
- Special
- Injured




Legendary Seliph - Scion of Light |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 10 | 3 | 8 | 3 |
Middle | 19 | 11 | 4 | 9 | 4 |
High | 20 | 12 | 5 | 10 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 38 | 13 | 34 | 22 |
Middle | 41 | 41 | 17 | 37 | 26 |
High | 44 | 45 | 20 | 40 | 29 |
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
Seliph's Homecoming (Defensive)
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Virtuous Tyrfing | A | Distant Counter |
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Positional Assist | B | Holy War's End |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Joint Hone Def |
IVs | +ATK or +DEF or +RES / -SPD | S | Mirror Stance 2 Alternate: Sturdy Stance 2 |
Weapon: Virtuous Tyrfing
Assist: Reposition / Preference
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Holy War’s End
Passive C: Pulse Smoke / Joint Hone Def / Preference
Sacred Seal: Mirror Stance / Sturdy Stance / Quick Riposte
- Legendary Seliph excels during Enemy Phase thanks to his two powerful exclusive skills: Virtuous Tyrfing allows him to reduce the Attack and Defense of foes by -6 during combat in addition to healing 7 HP per attack, as long as his foe initiates combat or he’s below 100% HP, While his other exclusive skill functions as an upgraded Quick Riposte, granting Seliph the ability to perform a guaranteed Follow-Up Attack before the opponent can counter. Be aware that this can backfire against foes with Deflect Melee, which will greatly reduce the amount of damage Seliph inflicts with his 2nd Attack.
- Distant Counter is Legendary Seliph’s preferred A slot skill, as it allows him to counterattack ranged units that would otherwise be able to attack him without fear. He also starts with Distant Counter in his base kit, meaning no additional investment is required to get it.
- A healing Special such as Noontime or Sol gives l!Seliph additional sustain alongside his weapon. With Brave Lucina support, Noontime is ideal, while Sol is preferred without it.
- Pulse Smoke is a great C slot skill for Enemy Phase units, as it allows them to slow down enemy specials after combat. Seliph’s innate Joint Hone Def is also a solid choice, as it gives himself and adjacent allies additional Defense. Otherwise, his C slot can be swapped according to the needs of the team.
- Finally, Defensive Sacred Seals such as Mirror Stance are ideal to further enhance Seliph’s Enemy Phase performance. Alternatively, using the Quick Riposte sacred seal allows Seliph to nullify the effects of Follow-up prevention skills such as Wary Fighter and Sturdy Impact during Enemy Phase.
A Decisive End (1-Shot Defensive)
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Virtuous Tyrfing | A | Distant Counter |
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Positional Assist | B | Lull Atk/Def 3 |
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Bonfire Alternate: Ignis |
C | Joint Drive Atk |
IVs | +ATK / -SPD | S | Fierce Stance 3 |
Weapon: Virtuous Tyrfing
Assist: Reposition / Preference
Special: Bonfire
Passive A: Distant Counter
Passive B: Lull Atk/Def
Passive C: Joint Drive Attack / Preference
Sacred Seal: Fierce Stance
- Legendary Seliph can also opt for a more aggressive Enemy Phase build by virtue of his fantastic Attack and exclusive weapon. By bolstering his already excellent Attack stat with skills such as Lull Atk/Def and Fierce Stance, Seliph can KO many foes in a single blow during Enemy Phase.
- This build prefers a damaging Special to ensure more KO’s during Enemy Phase, and Seliph can take great advantage of Bonfire thanks to his high Defense.
- Lull Atk/Def combines wonderfully with Virtuous Tyrfing, altogether inflicting a massive -9 penalty to Attack and Defense, in addition to Lull Atk/Def negating the foe’s buffs in these stats, which greatly increases Seliph’s durability and damage output during Enemy Phase.
- Distant Counter remains essential to Seliph, as it allows him to counterattack ranged foes that would otherwise attack him without fear.
- Joint Drive Attack gives Seliph an additional 4 Attack as long as he has an ally within two Spaces during combat, helping him maximize his damage output further.
- Finally, Fierce Stance gives Seliph +6 Attack during Enemy Phase, granting him another significant boost to his damage output.
Strengths
Cavalry
Seliph’s status as a Cavalier grants him many advantages, such as enhanced movement and access to Cavalry Buffs such as Fortify and Hone Cavalry.
Fantastic Exclusive Skills
Seliph’s exclusive weapon is a huge boon, granting him +3 Resistance and Inflicting a -6 debuff to Attack and Defense while also restoring 7 HP per hit during combat, as long as the foe initiates or his HP is below 100%. Holy War’s End is solid as well, granting him consecutive guaranteed follow-up Attacks as long as his HP is 50% or higher.
Great Attack and Defense
Legendary Seliph also benefits from exceptionally high Attack and Defense, ensuring that he has little trouble both dealing and taking physical damage.
Weaknesses
Cavalry
As a primarily Enemy Phase unit, Seliph cannot take advantage of his status as a cavalier as effectively as Player Phase centric cavaliers such as Eliwood or Legendary Leif, and instead is locked out of many powerful skills he would benefit from greatly as an Enemy Phase unit such as Null-C Disrupt. In addition, Seliph suffers from severe terrain penalties and a weakness to cavalry effective weaponry.
Terrible Speed
Seliph’s base 17 Speed is nearly irredeemable, and all but the slowest of foes are nearly guaranteed to be able to perform Follow-up attacks against Seliph, while he remains reliant on Holy War’s End or the Quick Riposte Sacred Seal in order to perform them himself.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks 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 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
![]() Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() Inheritable by all units.
Unlocks at 2 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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