- Default
- Attack
- Special
- Injured




Selkie - Free Spirit |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 9 | 3 | 8 |
Middle | 16 | 7 | 10 | 4 | 9 |
High | 17 | 8 | 11 | 5 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 32 | 25 | 35 | 16 | 32 |
Middle | 35 | 29 | 38 | 19 | 35 |
High | 39 | 32 | 41 | 22 | 38 |
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
BARK, BARK! WOOF, WOOF! Wait, I’m a Fox… (Galeforce)
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Foxkit Fang (+Eff) | A | Atk/Spd Boosting A Slot |
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Positional Assist | B | A/D Near Trace 3 Alternate: Hit and Run |
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Galeforce | C | Atk/Spd Menace Alternate: Savage Blow 3 |
IVs | +ATK / -DEF | S | Heavy Blade 3 |
Weapon: Foxkit Fang (+Eff)
Assist: Positional Assist
Special: Galeforce
A Passive: Atk/Spd Boosting A Slot
B Passive: A/D Near Trace / Hit and Run
C Passive: Atk/Spd Menace / Atk/Def Menace / Rouse Atk/Spd (3 or 4) / Savage Blow / Def Smoke
Sacred Seal: Heavy Blade
- Foxkit Fang goes from a Spectrum 8 weapon to a potential Spectrum 16 weapon with dual-phase Flow Guard if she meets every condition in her weapon, most of which stems from Res checks. The fact that she can negate effects that prevent her own follow-up attack means that she can be a decent candidate for Galeforce. However, one of the biggest issues will be making Heavy Blade checks since there’s always the possibility that she can get walled out by foes that have a higher Atk stat, and given that her base Atk stat is only 29, it can be taxing at times, especially against newer gen units. Even so, given how reliably she’ll be able to double and the fact that her weapon grants an exuberant amount of Atk and stats in general, she can still perform relatively well in that regard.
- Any Atk and Spd boosting A Passive will be appreciated since it allows her to double more often and output more damage much more consistently while simultaneously making Heavy Blade checks much easier to accomplish.
- For Galeforce and Hit and Run purposes, Selkie will want a Trace skill. A/D Near Trace is solid not only for making Heavy Blade checks much easier but also for making it so she’s less likely to get one shot in retaliation and could allow her to take out foes much more easily. However, given how expensive it is, she can always opt for Hit and Run instead and simply run away when she triggers Galeforce.
- Atk/Spd Menace and Atk/Def Menace will help Selkie make Heavy Blade checks much easier against one foe, the former providing more doubling opportunities and the latter providing more damage output, which is perfectly fine since Galeforce can only trigger once per turn. Meanwhile, Rouse Atk/Spd is much more consistent with damage output and general buffing. Of course, if you feel that she doesn’t need any of those skills, she can always opt for Savage Blow and, assuming she makes the Galeforce check, allows her to take out other foes much more easily. For budget purposes, she can run Def Smoke for more damage output during the second combat she enters.
- Heavy Blade will be required for Selkie if she is to trigger Galeforce in the first combat. Granted, she can still be walled out by units that either have more Atk or Guard effects, but that comes at the cost of being a Galeforcer without any sort of Null Guard or accessible and easily checkable skills and stats.
I Couldn’t Think of Another Title (Player Phase)
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Foxkit Fang (+Eff) | A | Atk/Spd Boosting A Slot |
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Positional Assist | B | Windsweep 3 Alternate: A/D Near Trace 3 |
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Moonbow Alternate: Iceberg |
C | Atk/Spd Menace Alternate: Rouse Atk/Spd 4 |
IVs | +ATK, +SPD, or +RES / -DEF | S | Heavy Blade 3 Alternate: Blade Session 3 |
Weapon: Foxkit Fang (+Eff)
Assist: Positional Assist
Special: Moonbow / Iceberg / Glacies
A Passive: Atk/Spd Boosting A Slot
B Passive: Windsweep / A/D Near Trace / S/D Near Trace / Lull Atk/Def / Lull Atk/Spd
C Passive: Atk/Spd Menace / Atk/Def Menace / Rouse Atk/Spd (3 or 4) / Savage Blow / Def Smoke / Atk Smoke
Sacred Seal: Heavy Blade / Blade Session / Savage Blow
- Foxkit Fang having innate dual-phase Flow Guard means that Selkie can afford to run Windsweep without giving up any sort of damage output. Of course, it’s not her only option, but it’s one of the more notable ones. Even so, the fact that her PRF can also grant her Spectrum 16 means that she’ll have a much easier time dealing with foes.
- Depending on her B Passive, she can either opt for a two-cooldown Special or a three-cooldown Special. Moreover, both rely on Heavy Blade for consistent triggers. So, if you plan to run Windsweep, she’ll only be able to run two-cooldown Specials consistently, but if she runs any other Passive and if the foe can counter back, she can reliably run Iceberg. Of course, she can also store a Glacies for the next combat if that’s what you want to run.
- Any skill that boosts Selkie’s Atk and Spd will be desired since she’ll not only want to double as often as possible but also output as much damage as possible. Her PRF will only carry her so far and given that her base Atk stat is only 29, she could appreciate the extra support.
- For Selkie to minimize the amount of damage taken in general, she can run Windsweep as her PRF negates follow-up prevention on herself. She’ll only ever take damage from Dragons as a result and given that her Res stat is relatively high, they won’t dent her all too much, especially since she inflicts Guard on foes. Meanwhile, she can either run a Trace for Hit and Run shenanigans or a Lull for securing damage output, Spd checks, or Heavy Blade checks.
- Atk/Spd Menace will be quite nice for Selkie as it’ll make Heavy Blade checks easier and allow her to double more often. Meanwhile, Atk/Def Menace provides more damage since it essentially becomes a 12 Atk stat-swing. Other options include Rouse Atk/Spd, Savage Blow, Def Smoke, and Atk Smoke. Rouse Atk/Spd is much more self-sufficient since it only relies on being solo rather than being within four spaces of a foe. Meanwhile, Savage Blow can stack with her Sacred Seal and help chip down foes. For budget options, Def Smoke provides additional damage output and Atk Smoke makes Heavy Blade checks easier.
- Heavy Blade will be important if you want to trigger two-cooldown Specials every time she initiates combat. Of course, she’ll still need to make an Atk check, which could potentially be an issue, but if she can pass the check and if there aren’t any Guard effects present, then she won’t have much trouble with her damage output. However, if you want more Atk and Spd in general, Blade Session is a good option since it can provide up to +9 Atk/Spd. Likewise, you can run Savage Blow and pair it up with her C Passive to make dealing with enemies much easier.
Strengths
Foxkit Fang
Foxkit Fang’s refine is quite an upgrade from its initial form that granted +8 to every stat if Selkie had at least 16 or more Res over the foe. Now, Selkie can get Spectrum 16 if she meets each of the following conditions:
- If Selkie has at least one more Res than the foe, she gets Spectrum 4. [1]
- If Selkie has at least 10 more Res than the foe, she gets an additional Spectrum 8 (Can still get additional stats based on 80% of the difference). [2]
- If Selkie initiates combat or is within two spaces of an ally, she gets another Spectrum 4. [3]
Selkie also gains additional effects based on how much more Res she has over the foe and [3]:
- If Selkie has at least one more Res than the foe, she inflicts Guard on the foe.
- If Selkie has at least five more Res than the foe, she Negates skills that prevent her own follow-up.
Both effects combined essentially makeup Flow Guard, which, combined with her innate Beast effect of inflicting -4 Atk/Def and negating follow-up attacks on the foe if she initiates combat, makes her much more threatening offensively. That, combined with the Atk penalty on the foe, can also allow her to take a hit if necessary. Moreover, because she can bypass effects that stop her own follow-ups, she can run skills such as Windsweep to outright prevent counterattacks from Melee foes, and given that her Res is high, she won’t have to worry about Dragons denting her all too much.
Cavalry Benefits
Being a Cavalry unit has its fair share of benefits. It mainly stems from her ability to move three tiles as her range can allow her to run a fairly decent Galeforce & Hit and Run set. As long as she can meet a Heavy Blade check, and if the foe can counter as well as if there are no Guard effects present, she’ll be able to trigger Galeforce on her second hit, attack a second time while not extending as much movement, and then run away with a good amount of movement leftover.
Weaknesses
Low HP
While Selkie gains a lot of stats from her PRF, she still ends up lacking in the HP department, which can be detrimental if she has to take a hit from a foe that targets her Def stat. Thankfully, she can run Windsweep, but that means she can’t Hit and Run, so there’s a bit of an opportunity cost no matter what you run on her.
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Foxkit Fang | A | Distant Counter |
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Reposition | B | Sabotage Atk 3 |
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Iceberg | C | Odd Res Wave 3 |
S | Distant Def 3 |
I use Distant Counter + Distant Def on Selkie to help her take on mages, as she can already wipe dragons. Sabotage Atk is to make use of her Res, which is buffed by Odd Res Wave (I personally use Odd more than Even waves)
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Foxkit Fang | A | Brazen Def/Res 3 |
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Smite | B | Sabotage Atk 3 |
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Iceberg | C | Even Res Wave 3 |
S | Brazen Atk/Res 3 |
build name: FEAR THE RES !!
when brazens are on , her only weakness are bow, dague and strong brave axe
other those, she can tank everything thank to her +15 def and +22 res
and i'am not counting even res wave or sabotage atk
in short ; keep her away from rhaja, cherche, eir and bow lyn and you should do well
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Adult (Cavalry) | A | Heavy Blade 3 |
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Future Vision | B | Mystic Boost 3 |
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Fireflood Balm+ | C | Even Res Wave 3 |
S | Armored Boots |
Fix your site Gamepress. This set shouldn't exist at all. Yet I'm almost certain it will go up unchecked. Adult Cavalry allows Selkie to breathe oxygen and Snuggle Time! You are he ocean's Gray Waves, destined to seek, life beyond, the shore, just out of reach when you're half asleep and hung over. Fireflood Balm+ accentuates her staff in her pants??? Heavy Blade definitely belongs on this low atk "staff" unit. What does Mystic Boost do again. Nobody cares. Staff Valor 3 Staff Valor 3 Staff Valor 3 Staff Valor 3. And her boots? are steel-toed. Yeah. Don't mess with Snuggle Wuggle Bungle Rub a Dub Dub. Fix your site.
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Foxkit Fang | A | Fury 2 |
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Reposition | B | Desperation 3 |
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Iceberg | C | Even Res Wave 3 |
S | Brazen Atk/Res 3 |
Selkie is a cavalry unit with a high res, good attack and a lot of movility. Her Weapon works based on the res of selkie and the difference with the res of the foe unit.
The best is focus her build on improve her rest and Attack. Fury is a good skill that gives points to all the stats. But she has a slow HP so is better to stay on Fury 2 or get Fury 3 and a good healer close of her.
Desperation 3 and brazen atk/res 3 are good skills that works with fury as well. It allows Selkie to explode her weapon and the difference of res with the rival, improving the damage and allowing a double attack. Most of the times it will be a good insta kill.
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Foxkit Fang | A | Atk/Spd Push 3 |
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Swap | B | Dull Close 3 |
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Glacies | C | Even Spd Wave 3 |
S | HP/Res 2 |
Stats above include weapon, +Res (originally -HP) at +2 merges, +4 cavalry dragonflowers and S-rank summoner support.
The idea of my build here is to emulate her starting kit to an extent. Atk/Spd Push over Bond and Solo since as a Cavalry hero, she will want to take advantage of her 3 movement, but only when going for a safe kill. She'll also want to stay close to her allies, ideally some of them being beasts, for transformation uptime and those sweet buffs; so she doesn't lean one way or another in terms of positioning. She is player phase oriented however, so something like Swift Sparrow is acceptable as well.
In my case I have Kaden and Reyson, as beast units, supporting her.
Kaden runs Atk/Def Link (as opposed to his inherent Spd/Res Link, I'll get to this later), Goad Beasts, and the Drive Atk sacred seal.
Reyson runs Close Guard, as I don't have Ward Beasts, and I have the visible buffs covered so I don't find Fortify beasts necessary; Selkie wants to focus on melee ranged opponents anyway, though Drive Def or Res are decent options as well. I do have a non-Beast hero on the team (M!Corrin), so if Reyson ever finds himself without 3 movement, the Aerobatics sacred seal will give him some extra mobility there. Reyson's Heron Wing has a healing aura which is synergistic with Atk/Spd Push, effectively removing the necessity for a healer or other healing methods in any capacity.
M!Corrin has S-rank ally support with Selkie, so he can facilitate further buffstacking. He also runs Res Tactic to cover the last of the visible buffs, and the Drive Def sacred seal to help patch her paper thin defense. Mix and match your own buff stacking options as necessary.
The reason I opted not to use her inherent Sabotage attack, is mainly personal preference. I prefer to use skills that I have more control over; I can influence AI movement to an extent but it doesn't guarantee that the opposing heroes will stay huddled together or next to each other. Same goes for the other global debuff: Chills, one hero (potentially more) will be debuffed, but it isn't always going to be the one that I/you will want to take on first; if you find Chills helpful however, another hero on the team can run it instead. In my case, M!Corrin could opt out of Axebreaker, and run Chill Atk or Def. Dull Close may be niche, and sometimes ineffective, but it guarantees that Selkie's melee opponents can't make use of their visible buffs, which is key for when Foxkit Fang res checks; only visible (de)buffs to resistance influence this, not in combat buffs. Since she receives +6 resistance from visible buffs, she will effectively receive at least +3 to all stats from her weapon, since not many heroes can match, not to mention exceed, her resistance. Also wouldn't make much sense to be running a resistance debuff skill when I have no magic attackers on the team. Panic is also ineffective since Selkie's teammates are predominately going to be beasts, and beasts don't have high HP pools to be making use of it effectively. Aversa's, should you choose to use her, can be a decent support, so long as you don't fight armors or high HP heroes in general.
Selkie's C skill, aside from being a source of visible buff, is mainly there for aesthetic purposes, and as a result of what skill fodder I had available. I appreciate that I.S. gave her a skill with the title "Even" in it, as a reference to the Kitsune class skill Evenhanded, as opposed to the Wolfskin class skill Odd Shaped. If I had Even Atk Wave available or even Even Def Wave (heh double even), I would've stuck with Kaden's inherent Spd/Res Link; alas, this was not the case, but I did have a Sumia sitting in the barracks, so she was put to good use.
HP/Res 2 is there to pad her stats a bit more.
Another build option would be the tried and true Fury Desperation combo. If you're confident in your Selkie's attack, she can make use of the Heavy Blade sacred seal for faster charges and make better use of skills like Aether or Galeforce. In addition to simple stat modifying seals, Brazen Atk/Def or Res sacred seals would also work. Fury also plays nice with the Ploy set of C skills, as without Dull Close, Selkie herself no longer ignores the opponent's visible buffs.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Beast (Cavalry Only)
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50 | 1 | 4 |
![]() Beast (Cavalry Only)
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100 | 1 | 6 |
![]() Beast (Cavalry Only)
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200 | 1 | 9 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 14 |
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 | 4 |
![]() 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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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all 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 |
![]() Inheritable by all units.
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60 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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