- Default
- Attack
- Special
- Injured




Summer Helbindi - Seaside Scourge |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 9 | 4 | 6 | 8 |
Middle | 18 | 10 | 5 | 7 | 9 |
High | 19 | 11 | 6 | 8 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 41 | 33 | 14 | 34 | 30 |
Middle | 44 | 36 | 18 | 37 | 33 |
High | 47 | 39 | 21 | 41 | 36 |
Helbindi is limited in his build versatility by his abysmal Speed, which makes it difficult for him to make use of mixed phase sets. Attack is his single best option, being optimal on all of Helbindi’s sets. Defense is a decent runner-up. Extra HP and Resistance do little to help Helbindi do his job.
Assets
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+ATK: Helbindi’s best option in all cases, and is mandatory for his Brave Sword set.
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+DEF: A good secondary option which makes Helbindi more resilient to damage, and boosts the power of Bonfire and Ignis. An asset in Defense will give Helbindi a +4 to it.
Neutral
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RES: Helbindi already has good Resistance, and with Distant Counter will hit hard against mages who initiate on him. Extra Resistance is not worth the investment.
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HP: HP is not particularly important on Helbindi, only helping him survive damage.
Flaws
- -SPD: At an already low base 18, Helbindi is extremely slow for a sword user. The -4 he gets from a flaw here is inconsequential as he already loses almost every Speed matchup.
Skill Sets
Flex-ible Tank (Defensive)
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Sandfort Spade+ (+Def) | A | Distant Counter Alternate: Fury (3 or 4) |
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Rally Atk/Def+ Alternate: Swap |
B | Guard 3 |
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Bonfire | C | Spd Tactic 3 Alternate: Drive Spd 2 |
IVs | S | Quick Riposte 3 |
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Preferred Asset/Flaw: +ATK / -SPD
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Weapon: Sandfort Spade+ (+Def)
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Assist: Rally Atk/Def+ / Swap
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Special: Bonfire
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Passive A: Distant Counter / Fury
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Passive B: Guard
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Passive C: Spd Tactic / Drive Spd
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Sacred Seal: Quick Riposte
Of course, a tank set is expected on Helbindi due to his high Defense, HP and Resistance. Although having low Speed makes it hard for Helbindi to avoid follow-up attacks from enemies, this set does a good job of keeping them at bay.
The Sandfort Spade is as good a weapon as any he can use, giving him a large boost to Defense (especially when refined) and a boost to his Attack as well. Bonfire is a great tool which turns his extreme Defense into a powerful counterattack, and allows Helbindi to attack on the player phase occasionally, provided it is charged.
Distant Counter is irreplaceable, and is important for letting Helbindi counter against archers and mages. Without it, he risks being quad-attacked by archers and doubled by mages. Fury is the best budget alternative, although it pales in comparison to Distant Counter.
Guard is also important, preventing enemies from charging their Specials. This is important, as most offensive enemies that Helbindi cannot OHKO are designed to activate their Special on their second attack. Quick Riposte completes the set, allowing Helbindi to attack twice, sometimes with Bonfire.
Once again, the other options on the set are flexible: Helbindi is a good candidate for running Speed boosters, as he does not need Speed himself. His naturally learned Rally Atk/Def+ is an excellent choice, although Swap is useful for increasing Helbindi’s movement range.
Abs-olute Carnage (Offensive)
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Brave Sword+ | A | Death Blow (3 or 4) Alternate: Sturdy Impact |
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Rally Atk/Def+ Alternate: Swap |
B | Special Spiral 3 Alternate: Chill Def 3 |
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Ignis Alternate: Glimmer |
C | Spd Tactic 3 Alternate: Drive Spd 2 |
IVs | S | Heavy Blade 3 |
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Preferred Asset/Flaw: +ATK / -SPD
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Weapon: Brave Sword+
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Assist: Rally Atk/Def+ / Swap
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Special: Ignis / Glimmer
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Passive A: Death Blow / Sturdy Impact
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Passive B: Special Spiral / Chill Def
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Passive C: Spd Tactic / Drive Spd
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Sacred Seal: Heavy Blade
A set that makes full use of Helbindi’s awesome rockin’ muscles, and turns him into a deadly offensive threat. This is a good way to make use of Helbindi’s unique stat spread as he can trigger deadly Specials with his high Defense, and still get lots of mileage from his base 36 Attack, all while getting around his low Speed problem.
Brave Sword is mandatory, letting Helbindi attack twice despite his awful Speed. Helbindi wants to increase his Attack as much as possible, so Death Blow is the natural choice. Sturdy Impact is a worthy alternative, adding 8 damage to Helbindi’s Ignis.
Special Spiral and Heavy Blade serve to accelerate Helbindi’s Specials. Heavy Blade is a great choice, with a very high chance of activation thanks to Death Blow. In combination with Special Spiral, Helbindi can trigger a four turn Special. Chill Def is an acceptable alternative, but should be paired with a shorter Special, namely Glimmer.
Ignis lets Helbindi punch through even strong blue enemies, and is the primary Special of choice. The other options on the set are flexible: Helbindi is a good candidate for running Speed boosters, as he does not need Speed himself. His naturally learned Rally Atk/Def+ is an excellent choice, although Swap is useful for increasing Helbindi’s movement range.
Introduction
As the only male summer unit featured on the Summer Returns banner, Helbindi brings the heat like no other. Unlike his regular form, Helbindi wields a sword instead of his trademark axe. His standout qualities include his great (except for Speed) statline, usefulness as fodder, and his awesome, rockin’ abs.
Helbindi is not your typical sword user. Possessing low Speed and high Defense make him an oddity amongst his peers. Having low Speed is Helbindi’s sole weakness, entirely defining him as a unit. Generally speaking, this lack of Speed makes Helbindi less viable than other sword users who can afford to run deadly mixed sets.
But aside from Speed, Helbindi has incredible stats across the board. He has a stellar base Attack, and plenty of survivability through his HP, Defense, and Resistance. Helbindi can be turned into a useful unit, but to do so he’ll need to take things to extreme either offensively or defensively.
Strengths
Awesome Attack
Make no mistake, Helbindi’s base 36 Attack comes from his bulging muscles. Such high Attack is Helbindi’s saving grace, allowing him to deal heavy damage without needing to get a follow-up attack. It is also the largest contributor to Helbindi’s dangerous Brave Sword set.
Great defensive stats
Helbindi boasts a neutral total of 168 BST, almost the same given to armored units in early 2017. Although they aren’t as well-distributed as other units, those stats have to go somewhere. In Helbindi’s case, they give him great Defense, Resistance and HP. Helbindi is notoriously difficult to OHKO, and can often survive even two hits from opponents.
Weaknesses
Abysmal Speed
Helbindi has one primary weakness, his base 18 Speed. Although some armor has the same problem, Helbindi can’t use Bold Fighter to get around the issue. This means that Helbindi has to abuse skills and weapons to score follow-up attacks. It also means that Helbindi is often doubled, betraying his otherwise good defensive stats.
Lack of a personal weapon
With no personal weapon, Helbindi finds it difficult to carve his niche within the game. And as a seasonal unit it is unlikely he will ever receive one. These factors make Helbindi a questionable investment over sword wielders like Fir, Hana, and Masked Marth, all who can be brought to +10 much more easily and have strong personal weapons.
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Pledged Blade+ (+Res) | A | Mirror Stance 3 |
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Rally Atk/Def+ | B | Lull Atk/Def 2 |
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Aether | C | Atk/Def Menace |
S | Quick Riposte 3 |
S!Hellbindi is a really good infantry unit with workable res, really good def and good atk, however, his lack of prf weapon and how difficult it is to get this unit for merges makes him a not so used unit. However, with this build, I think you can get a lot from this unit.
We said that one of his problems is the lack of prf weapon, however, there are some really good weapons in the inheritable ones. One of my favourite is the pledged blade, as long as the unit has a visible buff, they get +1 to their charge every time the enemy hits them, and also atk/def +4 (This weapon is so underrated, it gives breath effect for free basically). This allows him to run aether and other skills like that without worrying too much. But since we need a buff, our C skill will be atk/def menace, a skill that will usually activate every turn due to the big area of effect.
For the A skill, you can run Distant Counter to be able to heal from the hits the enemy gives you more frequently, but that makes it so our unit will be in danger of being used a special that defeats him before being able to counter (since he is pretty bulky, and as such, he will struggle against units that can pass through his defense, like luna and moonbow), so, instead, I recommend using a stance 3 skill, since it will give us the guard effect without HP threshold as long as we are initiated by the enemy, and I decided to boost his decent res since I feel he has already enough def to survive physical attacks.
His B skill will be Lull atk/des 3, since it will negate the enemy's buffs to atk and def, and also debuff those stats with -3 (ignore the Lull atk/def 2 above, the unit builder doesn't have the lull atk/def 3 yet).
S!Hellbindi is a slow unit by nature, and we'll use that as bane (since it benefits our pledged blade's effect) but we'll also run Quick Riposte 3 as our seal, since we'll be able to activate our special almost everytime when initiated on, since we'll get hit (2) we'll hit (3), then get hit again (fully charged) and then hit with the special, and if we defeat our enemy with the first hit or the enemy is distant, so we can't counter, we'll still be ready for the next attack with 3 or 4 charges.
And for the boon, we'll look for a def boon if we are running a pledged blade+ (+res), and a res boon if (+def) refine.
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Sandfort Spade+ (+Res) | A | Distant Counter |
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Rally Atk/Def+ | B | Sabotage Def 3 |
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Ignis | C | Panic Ploy 3 |
S | Quick Riposte 3 |
Only do this build if you are really dedicated. Ideally, helbindi would be at +1 merges, no dragonflowers necessary. This kit would make helbindi more of a support unit, but he can definitely handle his own thanks to his bulky defenses and distant counter. I chose the res upgrade for his sword so it’ll be easier to pull off sabotage, and his hp will increase by 5 so panic ploy can activate easier. Of course, his abysmal speed won’t let him double anyone, so the quick riposte seal is a must
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 ★ Non-Inheritable by red units.
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200 | 1 | 10 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Sword Units.
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300 | 1 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
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1 | 300 |
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1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Red Infantry units only
Unlocks at 3 ★ |
70 | A |
![]() Red Infantry units only
Unlocks at 4 ★ |
150 | A |
![]() Red Infantry units only
Unlocks at 5 ★ |
300 | A |
![]() Inheritable by all units.
Unlocks at 1 ★ |
60 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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