- Default
- Attack
- Special
- Injured




Lugh - Anima Child |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 4 | 11 | 3 | 6 |
Middle | 18 | 5 | 12 | 4 | 7 |
High | 19 | 6 | 13 | 5 | 8 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
ratio (Player Phase Focus)
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Tome of Reason (+Eff) | A | Atk/Spd Unity Alternate: Atk/Spd Ideal 4 |
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Positional Assist | B | Null Follow-Up 3 |
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Glimmer | C | Atk/Spd Menace Alternate: Atk/Spd Oath 3 |
IVs | +Atk and/or +Spd / -Def | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
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)
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Tome of Reason (+Eff) | A | Atk/Spd Boosting A Slot |
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Rally Atk/Spd+ Alternate: Positional Assist |
B | Atk/Spd Ruse 3 Alternate: Null Follow-Up 3 |
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Glimmer | C | Atk/Spd Menace Alternate: Atk Tactic 3 |
IVs | +Atk and/or +Spd / -Def | S | Atk/Spd Solo 3 Alternate: Spd Tactic 3 |
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)
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Tome of Reason (+Eff) | A | Atk/Res Unity Alternate: Close Countering A Slot |
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Positional Assist | B | Null Follow-Up 3 |
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Noontime Alternate: Glimmer |
C | Joint Drive Atk Alternate: Pulse Smoke 3 |
IVs | +Atk and/or +Spd | S | Atk/Spd Form 3 Alternate: Atk/Spd Solo 3 |
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.
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Gronnserpent+ (+Res) | A | Distant Def 3 |
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Rally Up Res+ | B | Atk Feint 2 |
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Iceberg | C | Odd Res Wave 3 |
S | Distant Def 3 |
A simple Distant Defense 9 build. Among all the green mages that lack a PRF Weapon, Lugh simply has the best stats for this kind of build. Due to the rather specialised nature of this build, it would be best to use this Lugh on Arena Assault.
Gronnserpent+ (+Res) pushes Lugh's magical bulk from 71 to 74 on Player Phase, but Lugh really shines with a massive 92 magical bulk on Enemy Phase. This allows him to survive at least one round of combat with every mage in the game, including Red Triangle Adept mages such as Sanaki or Red Raven Tome users. This can also help his physical bulk, so Lugh doesn't immediately die from any bow or dagger unit.
Iceberg and Glacies scale off on this massive Resistance increase incredibly well, adding 26 or 41 damage respectively.
If not on a budget, Distant Defense 4 can also be used to push Lugh's bulk to 94 and gain a Dull Ranged effect, effectively making Lugh impervious to magical attacks. Warding Breath can also be run in order to fire powerful specials, however, this does reduce Lugh's bulk, and severely hampers his ability to fight Bow and Dagger units.
The B slot can be replaced with Atk/Spd Ruse 3 to inflict -5 Atk/Spd and Guard on the enemy while using Lugh's native Rally Up Res+. Atk Feint is still an acceptable alternative on a budget.
However, Lugh can also run Null-C Disrupt to fight Razzle Dazzle Staff users, expanding Lugh's usefulness to more than just attacking mages. Guard or Warding Stance 4 may also be used to protect Lugh from specials such as Moonbow and Luna that can cut through Lugh's defenses.
Odd/Even Res Wave is run to further increase Lugh's Resistance every other turn, which can be useful.
This set is obviously not without flaws. Guard prevent Lugh from accessing his Specials, though his great Attack stat can allow Lugh to deal respectable damage. Lugh is still really weak to melee damage and Dragons can target Lugh's horrid Defense and take him out. This is especially true for powerful Dragons such as Halloween Myrrh, all Red Tikis, and Dragon carrying Lightning Breath.
Even with Distant Defense 4, a Defense Refine and a Defense Asset, Bow and Dagger units can still be deadly to Lugh, especially powerful bow users such as Legendary Alm, Brave Lyn or Halloween Jakob.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Green Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Green Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Green Tome Users Only
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200 | 2 | 8 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Green Tome Users Only
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300 | 2 | 12 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 5 ★ |
1 | 150 |
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1 | 300 |
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1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Non-inheritable by Staff-wielding units.
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120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
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60 | B |
![]() Inheritable by all units.
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120 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: The Binding Blade
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