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Not sure if this will be novel enough to stand on its own, but I might go through some other builds later. I have inherited so much crap onto her that I could probably play around with a lot of builds. Though many would be lacking 5* exclusive skills(so regular Brave Axe, not Brave Axe+). So lets start off with her base kit and stats. Amelia - Rose of the War Neutral Max Stats HP ATK SPD DEF RES 47 34 34 35 23 Res boon/bane is +4/-3 Default Skill Set Weapon: Slaying Axe+ Assist: [None] Special: Holy Vestments/Sacred Cowl A Slot Passive: Earth Boost B Slot Passive: [None] C Slot Passive: Armor March Now onto the build. Amelia and an armor buddy with Hone Armor have been the core of my 2 bonus tempest trial runs pretty much since I have gotten her. Obviously her C-Skill is set since you need Armor March for speed. This is a Heavy Blade build which doesn't really appear on any site as a basic set to my knowledge. And frankly I figured it would be kind of a silly build. I mostly went with it due to her artwork and the fact that I had an -Atk Ike I wasn't ever planning to use. This is a lubriciously expensive build. But enough preamble. Boon/Bane: +ATK/-[flexible] Weapon: Slaying Axe+ (SPD) Assist: Reposition/[flexible] Special: Aether A Skill: Heavy Blade 3 B Skill: Vantage 3 C Skill: Armor March 3 Seal: [flexible] Analysis Boon/Bane: With 34 base attack she sits 1 below Ike. However, with Ragnell, neutral Ike sits 3 points of attack above her. ATK bane Ike isn't exactly a good user of Heavy Blade, so Amelia really needs the +3 to her attack. Ideally you would leave her speed untouched, however, with a speed bane you could still treat her similarly to a neutral Ike since they would then have equal ATK(once Ragnell is factored in) and SPD. Mine is an HP bane, but frankly any of the defense banes aren't going to hurt her much. Either way she will still have equal or better defensive stats than Ike. I just picked HP since I had a choice and this way she is just a plain bulkier Ike(Same HP and effective attack as a neutral Ike, but faster, tougher, and more resistant) with access to better buffs. Weapon: Honestly this is mostly a 'meh, good enough' thing for me. The reduced cooldown doesn't really have much of an impact on when Aether releases when combined with Heavy Blade. It does have some synergy with Quickened Pulse allowing her to fire Aether off on her second attack after being countered/attacked, but that can actually reduce her sustain a bit since the foe will likely have low HP at that point(though it can be useful on Bulky reds to try and finish them but that is generally ill-advised). It also works well with Bridal Lyn and Candlelight. Disabling counter and then doubling will fully charge Aether, setting you up to easily absorb an attack on the Enemy Phase. Basically it may not be an OMG this is an awesome weapon to combine with Heavy Blade. But it is cheap, has some fringe benefits that aren't difficult to make use of, and has solid mt for a non-legendary. Refinement: I had to come back and edit this in, I forgot about refinement. I picked spd for the simple reason that doubling is important and with an attack boon she has enough attack the vast majority of the time. That and I just find the +2 attack to be sad. However, it could make your neutral attack Amelia more useful for this build. Particularly if yours was a SPD boon. Then the only difference would be 1 less attack compared to mine and it is rather rare where that would have made a difference(actually I don't think I can recall a single instance where 1 attack would have been the difference) Possible Alternatives(not tested in the Tempest): Slaying Hammer+ (Solid MT, can be useful against Tempest Trial armor bosses and Armor teams in the arena. Math wise it looks like even the old weak Hammer+ could pull that off, but you would miss some Heavy Blade activation on higher ATK foes, so I wouldn't have offered it as a suggestion for this build pre-refinement) Melon Crusher+ (Solid MT, stat boosts at full HP synergizes well with a sustain build like this, but I don't have a S!Tiki to sacrifice so I am not sure how much help it would be, but in Tempest my Amelia is often at full HP when getting ready to take a hit. But as you may have surmised from above I do often have a healer on hand) Legion's Axe+ (Solid MT, Panic effect isn't as useful against the AI as against actual players in my experience since it dosn't handle proximity buffs well, but still handy at times) Basically, other than giving her a hammer other solid options tend to involve a limited unit of some kind and the benefits are rather minor compared to the cost. I personally don't see it worth the extra cost when Slaying Axe not only has some synergy, but comes built in. Assist: Frankly assists are almost always, 'go with whatever your team needs'. As such it is kinda pointless to make a list of alternatives. However, I will use this section to say one thing. If you are using a Candlelight user you will want the armor buddy to have swap so that you can reliably keep the two armors together. Even without a Candlelight user if you are using any range assistance swap is a solid choice for your armor buddy. That said thanks to armor march letting you ignore forest movement cost this isn't quite as big a deal as it could be. Special: When it comes to heavy blade users you are generally going to use a longer charge special. Aether is the obvious pick. I have tried Bonefire, Ignis, Sol, and Luna. None of which worked better than Aether for this build, it wasn't even close. Possible Alternatives(not tested in the Tempest): Galeforce (Good ol'Brave Roy has shown everyone what a painful experience Heavy Blade + Galeforce can be. In this case you would be relying on killing faster than you can be attacked, rather than pure sustain. Combine this with the need to keep her and her armor buddy together and it just doesn't sound like it would work as well as Aether) AOE Specials (They are now 4 turn, 3 with slaying axe. So if she is attacked by someone she can't double it will be charged for your phase. However, this don't improve sustain so I can't see it outperforming Aether. I should inherit some to test for the next trial. Just for curiosity's sake) A Skill: . . . Do I need to write this up? This is kinda the whole point of the build. Unless your name is Roy you kinda need Heavy Blade here to have a Heavy Blade build. B Skill: The skills my Amelia has access to are Renewal 3, Quick Riposte 2, and Vantage 3. And I have found that Vantage FAR out performs the other two. Simply put it is easy for her to kill units on the counter and have a charged Aether for the next baddy that lines up to hit her. This can either be consecutive attacks on enemy phase or because you attack and killed a unit on your phase but didn't/couldn't get a healer to her before the enemy phase. Either way Vantage+Aether keeps her going when she otherwise would have fallen. And that is exactly the point of this build. Someone who can cleave through an endless horde of enemies while needing to stop to be healed as little as possible. Given the vast performance difference I experienced I would be tempted to say there is no competition between those three. Possible Alternatives(not tested in the Tempest): Wrath 3 (I lack fodder so I have no practical experience but on paper this could give her a bigger heal and with Quickened Pulse could give an obscenely fast Aether proc. It would mostly be overkill so I imagine Vantage would still be better, but given how close some of her losing matchups are I could see this turning the tide) Wary Fighter 3 (Didn't bother killing an Effie for this. While it would make her tougher to kill, you need to go fast in the Tempest and she would miss a lot of kills if she couldn't double them. I can't see this out performing Vantage, but haven't tried it) C Skill: You have no choice. Without the 2 move you won't clear the maps quick enough and risk dropping your speed to a B which hurts your score far worse than losing a team does. Though as said above your armor buddy should really have Hone Armor. Amelia being the Honer kinda defeats the purpose of this build so she has to be the one running Armor March 3. Seal: Quickened Pulse can be interesting, but I find it causes Aether to fire at more inopportune times than without. However, it does have its uses if you are finding it hard to double Armor Buddy: Brave Lance Effie. Simply put Amelia can handle the majority of what you are going to face. However, there are a few reds that can give her issues either due to bulk or due to risk of being murdered. Pests that Effie deals with either in the Arena or the Tempest: Hinata (With his Ruby Sword, an ATK Boon, Attack +3 Seal, and Honed Amelia will do 0 damage to him. Meanwhile he has plenty of attack to pierce Amelia's defenses, though it'll still take him two engagements. This is a bad match up. That is unless Effie punches him in the face. Then we have Hinata confetti) Seth (Or as I call him Hinata on a horse. Same basic problem. It works out a bit better since he has less attack. But losing in 3 instead of 2 is still not good. EFFIE SMASH!) Stahl (I am seeing a pattern here. Unlike the above two you can actually hurt Stahl without Aether. Not much, but hey, damage is damage. You are actually capable of winning this duel without a healer if your Aether procs are timed right. And depending on when you run into him and what all he has. But even if you win, in the process he'll stall you and cost you your speed score. Get it? Stahl will stall you!) Palla (Again with the Ruby Sword. Unlike with Stahl, the default moonbow will throw you under the bus. Just have Effie flap her arms and say hi) Hana (If your Aether is charged and you attack her, she'll drop. But other wise you could be in trouble. Hana is fast. And strong. With Life and Death she can double a neutral Amelia(part of the reason I like the SPD refinement). Being doubled by an armor slayer is bad. Take my word for it, you can trust me. Even with color advantage Effie will feel it, so best to make sure you initiate) Selena (Has both Triangle Adept AND Armorslayer. She isn't going to double, but she doesn't need to. She won't quite one round Amelia, but you can't do any significant damage in return. Effie has nothing to fear from this one though) Elincia (Whosoever attacks first shall be the victor) Tobin (You might be able to best him under the right circumstances, but why bother when Effie can go up shake his hand for you) Caeda (She isn't actually a problem in my experience. Her low DEF and HP means Amelia can actually deal with her reasonably well on her own. Still makes more sense to let Effie swat the little fly out of the sky) Laslow (Has Axe Breaker which can be a problem) Eliwood (Same deal, but unlike Laslow he has low DEF and as such is a bit easier to deal with. Still easier to use Effie) Draug (You can win, but it goes back and forth for a while. So better to send in Effie unless you like watching two people bouncing attacks off the other. This is much quicker with a hammer) Black Knight (As long as you don't eat a Black Luna you can win, but this is much easier if you have a hammer) Zephiel (No fancy tricks, just a fellow armor being a pain in the arse. Unlike the above two armors, Zephiel will clean her clock. Slaying Hammer+ will flip this given that the regular Hammer+ is plenty to do so.) Arden (Basically the same as Zephiel, you need the hammer to win. Unlike with Zephiel you must attack first or you lose) The ones bolded are the ones that have given me the most trouble in the Tempest Trials. The others I either haven't seen in the Tempest or just failed to make an impression due to how easily I got around them. This is assuming I haven't been mistaking Stahl/Seth whenever one appears, but to be fair they are pretty similar. I may also be misremembering some encounters in other maps as being Tempest engagements, but in general the above list is trouble for Amelia. In contrast among the Greens that her red Allies could help her with you have Cherche, Fredrick, and Bartre. And all three can easily be dealt with by just about any magic user or archer. Plus it doesn't take much to bring them within Amelia's safe to engage zone. Most healers can probably manage it even. And Candlelight makes it easy since the real worry is the hammer counter not that Amelia can't kill them. I can't think of any other greens or blues that give her much cause for concern in the tempest. Nor colorless. Anyways looking at that list you can see that the Slaying Hammer would be quite useful for the 4 red armors(and actually Hector can be a pain to so yeah). But armors aren't usually a problem for me in the tempest for one reason or the other. Valued Teammates: A healer with decent ATK. Not for Amelia, but for Effie. You REALLY don't want to lose your armor buddy. In addition wrathful is pretty easy to add these days so you have a solid source of magic damage. You don't need a magic nuke, but a bit of magically softening can go a long way. And this lets your final unit be your bonus unit. And I'll end here for now. Hopefully I didn't miss anything too major in my proofreading.
I’ve been arguing for Sirius to be in Top and others have asserted he should be in High. A lot of Sirius’s utility comes from a wide class selection and good enough weapon ranks. Depending on what forges you have available he could actually be really adaptable. Anyways, this thread is help people see what I see in Sirius and to know what forges people make. The forges don’t have to be for a particular mode or even for efficiency play. These are the forges I think are pretty good for H3. Most of these forges are pretty common knowledge obviously. I think only like 2 or 3 stand out. In not-so-efficient play I like to make some fun forges like Excalibur Mt Shavers so I can pretend this game isn't sexist and that Linde is just as good as Etzel. Worth it! What forges do you make?
Est with full Limit Breaker caps, all skills and a boots is 150,000 Gold. Why Est? She's 1 a girl: Girls are more expensive in the logbook than guys when all skills are attained due to having an extra class (Dark Flier). 2. She starts with both Villager skills and Luck+4. Spotpass or Avatar units cannot get those, so essentially she's got a class and a half of extra skills on top of everything else. So there's the soft cap on Logbook recruitment costs. (I say soft, because while you won't have a more expensive unit ever, it doesn't appear to be a hard capped value, like say Max Gold.)