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Analysis by Chibi_Chu
Lugh - Anima Child

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
156
HP 37
ATK 35
SPD 36
DEF 17
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 4 11 3 6
Middle 18 5 12 4 7
High 19 6 13 5 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 32 33 13 28
Middle 37 35 36 17 31
High 41 39 39 20 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

ratio (Player Phase Focus)

Build by Chibi_Chu
Recommended
Tome of Reason (+Eff) A Atk/Spd Unity
Alternate: Atk/Spd Ideal 4
Positional Assist B Null Follow-Up 3
Glimmer C Atk/Spd Menace
Alternate: Atk/Spd Oath 3
IVs

+Atk and/or +Spd / -Def

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Tome of Reason (+Eff)

Assist: Positional Assist 

Special: Glimmer 

Passive A: Atk/Spd Unity / Atk/Spd Ideal / Bonus Doubler 

Passive B: Null Follow-Up 

Passive C: Atk/Spd Menace / Atk/Spd Oath 

Sacred Seal: Atk/Spd Solo / Blade Session 

  • Tome of Reason’s effective +8/8/21/21 makes Lugh a powerful Player Phase unit that can typically afford to skip out on Desperation, a B Slot that allows him to perform a follow-up attack before an enemy counterattack if his HP is ≤ 75%. Lugh can sacrifice this circumvention of bulk for Null Follow-Up, neutralizing guaranteed enemy follow-ups and effects that prevent Lugh’s follow-up; this indirectly provides bulk anyway, effectively halving the damage Lugh takes against enemies that would have had a guaranteed follow-up.
  • Generally, Atk/Spd Boosting A Slots are good choices, but there are some standout ones:
    • Granting +5 Atk/Spd and reversing visible Atk/Spd debuffs and panicked buffs if Lugh is within 2 spaces of an ally, Atk/Spd Unity is a fantastic choice. At worst, it still grants +5 Atk/Spd, and at best, it can grant much, much more.
    • If Lugh’s HP is 100% or he has visible buffs (which Tome of Reason grants), he gains +7 Atk/Spd (or +9 Atk/Spd if both conditions are fulfilled) with Atk/Spd Ideal.
    • In combination with visible Atk/Spd buffs from allies or C Slots such as Atk/Spd Menace and Atk/Spd Oath, Bonus Doubler can be a jack-of-all-trades pick, doubling Lugh’s visible buffs during combat.
  • Likewise, notable Atk/Spd Boosting S Slots include Atk/Spd Solo and Blade Session, with the former granting +6 if Lugh is not adjacent to an ally and the latter granting +3 if no allies have moved, +6 if 1 has, and +9 if ≥ 2 have.

Kill ‘em with Kindness (Hybrid / Supportive Focus)

Build by Chibi_Chu
Recommended
Tome of Reason (+Eff) A Atk/Spd Boosting A Slot
Rally Atk/Spd+
Alternate: Positional Assist
B Atk/Spd Ruse 3
Alternate: Null Follow-Up 3
Glimmer C Atk/Spd Menace
Alternate: Atk Tactic 3
IVs

+Atk and/or +Spd / -Def

SAtk/Spd Solo 3
Alternate: Spd Tactic 3

Show Explanation/Analysis

Weapon: Tome of Reason (+Eff) 

Assist: Rally Atk/Spd+ / Positional Assist 

Special: Glimmer 

Passive A: Atk/Spd Boosting A Slot 

Passive B: Ruse Skills / Null Follow-Up / Desperation / Link Skills

Passive C: Atk/Spd Menace / Atk Tactic 

Sacred Seal: Atk/Spd Solo / Spd Tactic

  • Because Tome of Reason grants +6 Def/Res to Lugh and allies within 2 spaces at the start of the turn, he can play a somewhat unorthodox role of a hybrid between a buff-bot and a combat unit.
  • The cornerstone of this set is how Lugh grants Atk/Spd buffs to his allies: this can be done via Rally Atk/Spd+, Atk/Spd Link with a positional Assist, or Atk Tactic + Spd Tactic in his C and S Slots.
    • If using the formermost or lattermost options, Lugh has a free B Slot to work with. With Rally Atk/Spd+, Ruse Skills are powerful options, inflicting -5 to 2 stats and Guard on enemies within cardinal directions of Lugh and his Rally target (or Lugh and his Rally ally). With either Rally Atk/Spd+ or Tactics, Lugh can use combative B Slots such as Null Follow-Up and Desperation, with the former neutralizing guaranteed/prevented follow-ups and the latter allowing Lugh to perform a follow-up attack before an enemy counterattack if his HP is ≤ 75%.
  • Atk/Spd Boosting A and S Slots maximize Lugh’s damage output, making them premier choices. Special mention goes to Atk/Spd Unity, granting +5 Atk/Spd and reversing visible Atk/Spd debuffs and panicked buffs during combat. This synergizes well with Atk/Spd Menace, which Lugh can use in his C Slot if not using Tactics; inflicting -6 Atk/Spd on the nearest enemies within 4 spaces and granting +6 Atk/Spd to himself at the start of the turn, Lugh will always have high Atk/Spd buffs to elevate his damage.
  • If desired, Life and Death or Fury in Lugh’s A and S Slots can be chosen so he can soak visible debuffs for allies. Notable visible debuffs include Chill Atk, Chill Spd, and the Bright Shrine in Aether Raids.

Keep on keeping on! (Enemy Phase Focus)

Build by Chibi_Chu
Tome of Reason (+Eff) A Atk/Res Unity
Alternate: Close Countering A Slot
Positional Assist B Null Follow-Up 3
Noontime
Alternate: Glimmer
C Joint Drive Atk
Alternate: Pulse Smoke 3
IVs

+Atk and/or +Spd

SAtk/Spd Form 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Tome of Reason (+Eff) 

Assist: Positional Assist 

Special: Noontime / Glimmer 

Passive A: Atk/Res Unity / Close Countering A Slot / Distant Def 4

Passive B: Null Follow-Up

Passive C: Joint Drive Atk / Pulse Smoke 

Sacred Seal: Form Skills / Solo Skills / Mystic Boost

  • With Tome of Reason effectively granting Lugh +8/8/21/21 during combat, he can be an extremely proficient Enemy Phase unit. Ideally, Lugh is paired with a Near Save Armored ally so he can focus on handling specifically ranged enemies; this allows him to use powerful A Slots such as Atk/Res Unity, which can reverse Atk/Res debuffs and panicked buffs, and Distant Def 4, granting +8 Def/Res against ranged enemies and neutralizing their visible buffs. However, giving him a close-countering A Slot such as Close Reversal (+5 Defense), Close Foil (+5 Atk/Def, but no counterattack against Dragons), or Close Counter (no in-combat stat buffs) is a viable choice as well, as it allows him to counterattack against both melee and ranged enemies.
    • For a specialist ranged tank set with a Near Save ally, Form Skills such as Atk/Spd Form and Spd/Res Form are strong choices, as Lugh will likely be within 2 spaces of 3 allies to gain +7 to his stats. For a close-countering set, Lugh is less likely to be adjacent to any allies (let alone within 2 spaces of 3 allies), making Solo Skills strong choices for +6 to 2 stats. For both sets, Mystic Boost’s 6 HP healing after combat is very valuable, though the prevalence of Deep Wounds makes this seal potentially useless.
  • Special acceleration from allies such as Thorr and Duo Hilda allows Lugh to activate 2-cooldown Specials such as Noontime (healing for 30% of damage) and Glimmer (1.5x damage) on his first counterattack, making these Specials strong choices. Glimmer is chosen over Moonbow because Tome of Reason inflicts a Resistance debuff on the enemy during combat.
  • Null Follow-Up continues to be a much-desired effect, neutralizing effects that prevent Lugh’s follow-up attack (which would halve his damage) or guarantees the enemy’s follow-up attack (which would double his damage taken). The same logic applies for desired C Slots; Joint Drive Atk boosts Lugh and allies’ damage output via +4 Attack, while Pulse Smoke improves their survivability via inflicting Special cooldown on enemies within 2 spaces after combat (removing dangerous pre-charged Specials such as Deadeye and Luna from the equation).

Strengths

Solid offenses and magical bulk

Lugh’s 35 Attack, 36 Speed, and 31 Resistance are all serviceable for damage dealing and magical tanking with some Skill investment and/or support.

Tome of Reason

Update 6.2 graced Lugh--and those pitybroken by him--with a long-awaited refine. His Tome of Reason has a goodie bag of effects:

  • If Lugh is within 2 spaces of an ally at the start of his turn, he grants +6 Def/Res to himself and allies within 2 spaces.
  • If Lugh’s HP is ≥ 25% at the start of combat, Lugh gains +4 to all stats during combat.
  • Finally, if Lugh initiates combat or is within 2 spaces of an ally, he gains an additional +4 to all stats and inflicts a penalty to the enemy’s Attack and Resistance equal to 60% of the sum of his visible Def/Res buffs.

Tome of Reason is reminiscent of Legendary Young Tiki’s Divine Mist, as it grants easy stats and inflicts debuffs on the enemy during combat based on a percentage of Lugh/Tiki’s visible Defense and Resistance buffs. Effectively, these weapons are both stat-sticks, with Tome of Reason being particularly potent since it grants an additional +4 to all and inflicts a Resistance debuff as well.

Infantry advantages

As always, access to Skills such as Atk/Spd Ideal, Null Follow-Up, Null C-Disrupt, and Time’s Pulse significantly improve Lugh’s consistency, both offensively and defensively.

Flexible

For all of the above reasons, Lugh is an impressively flexible unit that can fulfill a wide variety of sets, from Player Phase-oriented to Enemy Phase-oriented to supportive to any mix of the 3.

Weaknesses

Poor HP and Defense

While Tome of Reason can significantly improve Lugh’s physical bulk, his 37 HP and 17 Defense leave much to be desired. Even with a potential +21 effective Defense from Tome of Reason, Lugh can still be overwhelmed by enemies that target his Defense.

Susceptible to Panic and buff neutralization

Lugh is reliant on his visible Def/Res buffs to inflict in-combat Atk/Res debuffs on the enemy. If his buffs are neutralized or reversed, this effect does nothing, and unfortunately, buff-neutralizing and buff-reversing effects such as those from Lull Spd/Def and Panic Smoke respectively are quite common.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
GronnserpentIf foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 8
Gronnserpent+If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Green Tome Users Only
300 2 12
Tome of ReasonAt start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat.
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally ResistanceGrants Res+4 to an adjacent ally until the end of the turn.
Learns by default at 5 ★
1 150
Rally Up ResGrants Res+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. 1 300
Rally Up Res+Grants Res+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
1 400

Passive Skills

Passive Skills SP Slot
Warding Stance 1Grants Res+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
50
A
Mirror Stance 1Grants Atk/Res+2 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
120
A
Mirror Stance 2Grants Atk/Res +4 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Atk Feint 1If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
60
B
Atk Feint 2If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
120
B
Atk Feint 3If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: The Binding Blade

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