- Default
- Attack
- Special
- Injured




Silas - Loyal Knight |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 4 | 9 | 3 |
Middle | 18 | 9 | 5 | 10 | 4 |
High | 19 | 10 | 6 | 11 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 32 | 21 | 33 | 18 |
Middle | 40 | 35 | 24 | 36 | 21 |
High | 43 | 38 | 28 | 39 | 24 |
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
This is an Enemy Phase Cav (Enemy Phase)
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Sworn Lance (+Eff) Alternate: Stout Lance+ (+Def) |
A | Sturdy Stance (2 or 3) Alternate: Atk/Def Solo (3 or 4) |
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Positional Assist | B | Lull Atk/Def 3 Alternate: Quick Riposte 3 |
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Moonbow Alternate: Bonfire |
C | Joint Drive Atk Alternate: Rouse Atk/Def 4 |
IVs | +ATK or +DEF / -SPD or -RES | S | Quick Riposte 3 Alternate: Atk/Def Solo 3 |
Weapon: Sworn Lance (+Eff) / Stout Lance+ (+Def)
Assist: Positional Assist
Special: Moonbow / Bonfire
A Passive: Sturdy Stance (2 or 3) / Atk/Def Solo (3 or 4) / Atk/Def Catch / Atk/Def Unity
B Passive: Lull Atk/Def / Quick Riposte
C Passive: Joint Drive Atk / Rouse Atk/Def (3 or 4) / Atk/Def Menace
Sacred Seal: Quick Riposte / Atk/Def Solo
- Sworn Lance isn’t a bad weapon by any means. Being able to grant upwards of 12 Atk and Def on top of negating follow-up attacks and having Armor effectiveness can make him a fantastic Armor check in general as most armors that rely on skills such as Bold Fighter don’t have good Spd, to begin with. However, outside of Armor coverage, the weapon isn’t any better than something such as Stout Lance+ as the damage reduction and additional Atk and Def granted can allow Silas to take on even more physical threats and allow him to trigger higher cooldown Specials more consistently. Also, given his status as an enemy phase unit, his set options are going to be very limited. As such, this will be the only recommended set for him.
- Depending on the weapon of choice, Silas can either opt for a two-cooldown Special or a three-cooldown Special. Sworn Lance negates the foes’ follow-up attacks, so he won’t have the ability to charge up his Special any faster without some support present. Meanwhile, if running Stout Lance+, the foe will more than likely double him due to his low Spd, so he can charge up a three-cooldown Special such as Bonfire and inflict massive amounts of damage on the second hit.
- Silas would appreciate stacking up as much Atk and Def as possible. As such, three of the best options for him include Sturdy Stance, Atk/Def Solo, and Atk/Def Catch. Sturdy Stance, depending on the version, can provide a great amount of Atk and Def and inflict Guard on the foe in the enemy phase. Meanwhile, Atk/Def Solo provides a bit more Atk and Def and can work in both phases. For the most premium option, Atk/Def Catch will provide the most Atk and Def out of the three skills, but relies on debuffs on the foe.
- Enemy phase cavalry units lack a good amount of notable B Passive options. The only two worthwhile skills that Silas has access to are Lull Atk/Def and Quick Riposte. Lull Atk/Def is solid for overall tanking, but Silas is going to need Quick Riposte in his kit somewhere since he lacks the natural Spd to double on his own. If it’s not present anywhere in his kit, simply run it in his B Passive slot.
- Thankfully, there are plenty of C Passive options for Silas that can work really well with the rest of his kit. Joint Drive Atk is a standard option that works well as it grants additional Atk for being near allies, which he already needs to do since his PRF has a three-space dependency. Meanwhile, Rouse Atk/Def can work well if running a bunch of Solo skills, and Atk/Def Menace pairs well with Atk/Def Catch.
- Depending on the B Passive running, Silas will either want to run Quick Riposte or anything that increases his Atk and Def. Quick Riposte is important for securing doubles as Silas lacks the Spd stat to securely double himself. However, if it’s being run in the B Passive, using a Sacred Seal such as Atk/Def Solo is a good option for him.
Strengths
Sworn Lance
Sworn Lance is an easily triggerable lance that grants +12 to Silas’ Atk and Def, making him into a relatively solid physical tank. Moreover, Sworn Lance comes with armor effectiveness and Impact, meaning he can also make for a fantastic enemy phase Armor check.
Solid Defense
Silas starting out with a base Def stat of 36, combined with the additional +12 Def he gets from his PRF allows him to tank physical foes with little issue.
Weaknesses
Low Speed
Having low Spd is rather counterintuitive considering his PRF has innate Impact, meaning that any unit with a guaranteed follow-up attack and enough Spd can bypass his Impact effect and still double.
Pitiful Resistance
Silas’ low Res stat can be an issue as well if he is being run as a melee specialist, a unit that prioritizes taking on one-ranged foes with Far Save support, as Dragons can easily melt Silas’ survivability.
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Reprisal Lance+ (+Atk) | A | Steady Stance 3 |
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Odd Def Wave 3 |
S | Even Def Wave 3 |
One Sturdy Silas
this Build is Meant for Silas to be an enemy phase melee tank for horse emblem
Reprisal lance to compliment Steady stance 3 allowing silas to have both +6 in offense and Defense
Quick riposte 3 or if on a budget QR2 to ensure he always doubles enemies
Odd Def Wave for C and Even Def Wave for the seal to ensure he and adjacent Allies are given constant defensive boosts
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Berkut’s Lance+ (+Def) | A | Atk/Res Solo 3 |
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Rally Up Atk+ | B | Seal Def 3 |
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Glimmer | C | Even Def Wave 3 |
S | Quick Riposte 3 |
Preferred IV would be +def/-spd with a +def refine on his Lance. You can go +atk/-spd IV if power is your thing, but def is a bit more of a benefit for his sustain on the battlefield, if only slightly.
A great enemy phase unit in my opinion that has a huge hit when not adjacent to an ally. His resistance is also boosted to 34 on enemy phase which is decent enough to duel and defend a few magic foes. I think its a great option for a mixed tank, and easily underestimated.
His glimmer will hit on his counter and with his attack at 58 without buffs it wont be a light hit. Its a great combo for his B skill as well. He will do great at taking the first hit to debuff them -7 def on his next turn, where they will most likely not survive.
Berkuts Lance is great for mixed bulk, and dragon dueling, but his own weapon is great against the tank meta. His +def slaying spear would be an ideal option as well.
His B is flexible, but I prefer seal def for the following turn, especially against a green or blue magic foe that couldnt take him out. Breakers would also be optimal.
His C skill is also great for a self buff or ally support when necessary. Overall, def wave gives him some great sustain. An attack wave would be a bit better for a self power boost. It would allow him to hit at 64 atk without ally support. However, his def buff is great and already a part of his kit as well.
QR seal is solid and the only way he will pull off his double and activate his glimmer on a normal duel on enemy phase, not counting units with an active desperation, or weapons that dont allow counters. But your def debuff will be there and your glimmer will also be there the next turn.
Teammates like Corrin or Camilla are great with their weapon refines, and he runs really well on cavalry teams with their wards and goads running. His biggest weakness are strong green units, and forest terrain.
Id go for Corrin as support. These are his stats with S support Corrin merely standing a space away.
Atk: 63
Spd: 26
Def: 45
Res: 39 (32 on player phase)
2 drive speeds on Corrin gives Silas an acceptable 32 spd.
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Slaying Spear+ (+Def) | A | Steady Stance 3 |
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Reposition | B | Guard 3 |
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Bonfire | C | Even Def Wave 3 |
S | Quick Riposte 3 |
This build mainly serves as a counter to the Bold/Vengeful armor meta, using Guard to tone down these specials. Guard also has other perks, like delaying specials for other types of foes as well as armors. He also has Goad Cavs in case he is to be placed in a cavalry team.
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Brave Lance+ | A | Death Blow 4 |
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Reposition | B | Chill Def 3 |
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Bonfire | C | Odd Atk Wave 3 |
S | Attack +3 |
Silas comes into FEH sporting the third highest attack of a lance cavalier, behind Ephraim and Quan respectively. With 35 base attack, Silas can hit like a truck when possible. His speed is much to be desired with at base 24, but a Brave Lance can help fix that.
The Brave Lance will give Silas the doubling potential he needs to perform exceptionally, despite his low speed. With a +atk nature, he hits 46 attack. Stack up more attack using Death Blow 3 (or 4) and an attack seal to push him up to 55 attack (57 w/ DB4). With his neutral base defence, his Bonfire hits with a minimum of 18 extra damage; a hefty amount. Chill Def will increase Silas' matchups against tankier defensive units, reducing their defence by 7, giving Silas an effective 62 atk (64 w/ DB4).Odd Atk Wave is a great option for Silas to self buff and push his attack to higher levels, making him non-reliant on allies.
If arena score is your thing, the classic Galeforce and Heavy Blade seal can be used to allow Silas to go in for another round of combat, or retreat to safety once Galeforce procs. If Heavy Blade's conditions are met, Silas will have a ready Galeforce by the end of a second round of combat. For those with no Walhart's, Helpful Chrom's or Dancing Lobster's, a breaker such as Lancebreaker will be helpful in increasing Silas' matchups against Lance units.
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Reprisal Lance+ (+Def) | A | Sturdy Stance 2 |
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Reposition | B | Guard 3 |
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Ignis | C | Even Def Wave 3 |
S | Quick Riposte 3 |
Finally joining Corrin in Feh, Silas makes an appearance in Feh as his debut of being a VERY tanky mounted unit, with a base Def of 36 ( Def boon is equivalent to 39), that is considered tanky. This build is not optimal, but takes advantage of his high Def and great Atk.
Sturdy Stance is a great option to this build as the Stance skill itself has synergy with Reprisal Lance, therefore dealing 10 extra damage in the enemy phase as well as gaining 4 def in the enemy phase. If you do not really want to kill your L!Ephraim for this build you can stick with his default Steady Stance to maximise his Def in the enemy phase, which then makes Ignis a little more efficient.
Guard is here to stop enemies taking advantage of his low Spd and doubling him to proc skills that can whittle him down. This is really good as Silas can do some damage to try to weaken them them. Close Dull can be used here, but it is one of those rare cases that the skill will be used.
Silas brings Even Wave Def to the normal summoning pool which is great, also going to be our only unit with 4/5* rarity to have a Wave skill. Even Def Wave is, by far, the best choice for him completely maximising his Defensive capabilities to then successfully defeating his foe with the scary Ignis Bomb. Odd Atk Wave can be used here as the buffs form Reprisal Lance and Sturdy Stance are actually invisible stat bonuses, so this can be used to increase damage output.
Quick Reposte is simply the best seal for this scenario. You can try to run Fortress Def, but it will ruin his Atk.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 10 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Lance Users Only
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300 | 1 | 14 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 1 ★ |
50 | A |
![]() Inheritable by all units.
Unlocks at 2 ★ |
100 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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