Table of Contents
- Default
- Attack
- Special
- Injured
| Ares - Black Knight |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 7 | 7 | 6 | 4 |
| Middle | 18 | 8 | 8 | 7 | 5 |
| High | 19 | 9 | 9 | 8 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 36 | 33 | 26 | 30 | 14 |
| Middle | 40 | 36 | 30 | 33 | 18 |
| High | 43 | 39 | 33 | 36 | 21 |
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 |
|---|---|---|---|---|
Boons
-
+ATK: Attack is consistently the best boon that Ares can have regardless of the skill-set he is running, as it will increase his raw damage output in both Player and Enemy phase.
-
+SPD: Although somewhat middling at a base value of 30, a boon in Speed allows Ares to avoid crucial follow-up attacks from mid-high tier Speed units, greatly reducing the amount of damage he takes.
Neutral
-
DEF: While raising it is not a priority, Ares prefers to keep his Defense neutral in order to keep his solid physical bulk of 73 intact.
-
HP: Similarly, Ares would rather avoid his superbane in HP (-4 reduction rather than the standard -3), as it can be detrimental to his overall survivability.
Banes
-
-RES: Resistance is Ares’ weakest stat and the best bane that he can receive, as dropping it further will hardly affect his overall performance.
Skill Sets
The Dark Knight Rises (Distant Counter)
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Dark Mystletainn | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Blue Flame Alternate: Draconic Aura |
C | Def Smoke 3 Alternate: Hone Cavalry |
| SP | 1,735 | S | Quickened Pulse |
- Preferred IV: +ATK / -RES or -HP
-
Weapon: Dark Mystletainn
-
Assist: Reposition / Flexible
-
Special: Blue Flame / Draconic Aura
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Passive A: Distant Counter
-
Passive B: Vantage
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Passive C: Def Smoke / Hone Cavalry / Flexible
-
Sacred Seal: Quickened Pulse / Quick Riposte / Distant Def / Attack +3
Taking a page out of WT-Reinhardt’s book, this set aims to make Ares an untouchable Enemy Phase ranged check by utilizing the skill Distant Counter. Since this build revolves around taking out the opponent in only one hit, a boon in Attack the most desirable nature that Ares can receive. This increase in raw damage output grants Ares a wider scope of opponents that he can OHKO. In particular, this can be the deciding factor in his match-ups against Ayra, Legendary Ike, and Sigurd.
Thanks to the nature of his weapon, Dark Mystletainn, Ares is able to activate powerful Specials at a constant rate. In addition to the passive -1 cooldown, Dark Missiletainn drops the charge of any Special by two after any combat in which it activates. Specials with a base cooldown of three such as Blue Flame and Draconic Aura fit this timing perfectly, as they will always be ready to go following after their initial activation. Blue Flame has an incredibly high damage ceiling under the condition that Ares is adjacent to an ally while Dragonic Aura has a lower maximum output, albeit more consistent damage overall upon activation.
The bread and butter of this set is running Distant Counter together with Vantage. After activating his Special for the first time, Ares will always have it ready to use. Upon hitting the HP threshold for Vantage, any subsequent opponents that initiate on Ares are forced to take the full impact of his Special activation before even having the chance to counterattack. With this combination, Ares can potentially take out multiple opponents in the Enemy Phase unscathed.
Def Smoke is a great choice of C skill for Ares as a standalone unit. By reducing the physical bulk of opponents around him after combat, any affected targets that initiate on him afterward will be hit even harder. A more team-synergistic option is Hone Cavalry, as it allows Ares to be a benefactor on a cavalry-centric team. Otherwise, the C slot can be replaced with whatever will accommodate his team.
Last but not least, Ares has several options for his Sacred Seal slot. Quickened Pulse starts Ares off on the fast track by reducing his initial Special cooldown to only 1. This allows him to activate his Special on his very first counterattack. Similarly, Quick Riposte guarantees that Ares activates his Special during his first round of combat as well as giving give longevity against opponents that survive his initial attack. Another solid choice that fits this playstyle is Distant Def, as it will reduce the damage he receives from all ranged opponents when initiated on. This grants Ares a better chance of surviving his opponent’s initial Attack, particularly when facing a tome user. Finally, Attack +3 is a good choice if one wishes to further improve Ares’ raw damage output.
Bloody Stream (Enemy Phase Bruiser)
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Dark Mystletainn | A | Steady Stance 4 Alternate: Sturdy Stance 2 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether Alternate: Blue Flame |
C | Atk Smoke 3 Alternate: Hone Cavalry |
| SP | 2,145 | S | Atk/Def Bond 3 |
-
Preferred IV: +SPD or +ATK or +DEF / -RES
-
Weapon: Dark Mystletainn
-
Assist: Reposition / Flexible
-
Special: Aether / Bonfire / Ignis / Blue Flame
-
Passive A: Steady Stance / Fierce Stance
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Passive B: Quick Riposte / Guard
-
Passive C: Atk Smoke / Def Smoke / Hone Cavalry / Flexible
-
Sacred Seal: Atk/Def Bond / Close Def / Quick Riposte / Atk Smoke / Heavy Blade
At the expense of being able to retaliate against ranged opponents, this build leans more towards Ares as a physical combatant. In addition to Attack, both Speed and Defense also make for suitable choices of boon. Additional Speed allows Ares to better avoid follow-up attacks, greatly reducing the amount of damage he receives while a boon in Defense grants him a stronger resilience to physical attacks as well as additional damage into Defense-scaling Specials such as Bonfire and Ignis. If available, Blue Flame also makes for an extremely strong option with this Enemy Phase playstyle.
In addition to being both powerful and allowing Ares to be a self-sustaining tank, Aether synergizes extremely well with Dark Missiletainn. After its first activation, Aether will drop to a cooldown of only 2. This allows Ares to potentially activate Aether every single round of combat assuming Quick Riposte is active. For a purely offensive approach, Blue Flame is the Special of choice thanks to its extraordinary damage potential and consistency with this Enemy Phase oriented playstyle.
Moving on to main skills, Steady Stance gives Ares an extremely strong boost to his Defense when initiated on as well as the effect of Guard. This fits the Enemy Phase playstyle perfectly, as it greatly increases Ares' survivability by massively boosting his physical bulk as preventing his opponents from activating their Specials. Though it doesn't give as big of a boost to his physical bulk, Sturdy Stance makes for a solid alternative by also boosting raw damage during the Enemy Phase.
Quick Riposte is key to this build, as Ares is reliant on it in order to consistently perform follow-up attacks in the Enemy Phase. Assuming Ares is not running Steady Stance in his A slot, one can choose to move Quick Riposte to the Sacred Seal slot in favor of running Guard as his B skill. Guard will greatly reduce damage taken from opponents that rely on activating their special such as Ayra, Karla, and Zelgius. This also applies to all armored units running Bold Fighter, as their follow-up attacks cannot be avoided if they initiate on Ares.
Once again, Ares makes great out of Smoke skills. Atk Smoke makes him a better overall tank by reducing the damage output of opponents around him after combat while Def Smoke will increase his own damage output against the affected targets. As for Sacred Seals, Atk/Def Bond makes for a very strong option by boosting both Ares' physical bulk and damage when adjacent to an ally, suiting his Enemy Phase playstyle perfectly. Close Def is another good choice, as it will reduce damage taken from all melee opponents when initiated on. If not already being used in the B slot, Quick Riposte seal is pivotal in allowing Ares to consistently perform follow-up attacks in the Enemy Phase. The same applies to Atk Smoke, which can also be run here if it is not already being used in the C slot.
Just Blaze (AOE Special Activation)
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Dark Mystletainn | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Reposition | B | Chill Def 3 |
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Blazing Wind | C | Hone Cavalry |
| SP | 1,785 | S | Quickened Pulse |
-
Preferred IV: +ATK / -HP or -RES
-
Weapon: Dark Mystletainn
-
Assist: Reposition / Flexible
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Special: Blazing Wind / Blazing Flame / Blazing Thunder
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Passive A: Death Blow
-
Passive B: Chill Def
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Passive C: Hone Cavalry / Flexible
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Sacred Seal: Quickened Pulse / Attack +3
This build takes somewhat of an unorthodox approach. Thanks to the effect of Dark Missiletainn, Ares can make extremely effective use of AOE Specials. After their first activation, they will drop to a cooldown of only 1. Their activation before combat, as well as the attack during combat, allow for them to be readily activated every single time. This one-shot playstyle once again makes Attack the choice boon for Ares to have. Not only does it increase Ares’ raw damage output, it also grants a boost to the power behind his Special activation.
As for the Special itself, Blazing Wind is generally the most consistent among the AOE skills thanks to its wide range. This makes it easier to catch other enemies in its range and hit them with heavy non-lethal damage. However, both Blazing Flame and Blazing Thunder work as solid alternatives. In order to maximize his OHKO potential as well as the power behind his Special activation, Death Blow makes for the best option by providing Ares with a very strong Attack boost on initiation.
Chill Def is a great choice for increasing both Ares’ damage output as well as the overall support he can provide to his team. While Chill Def can massively increase physical damage against the affected target, it is not always consistent. This is due to it targeting the unit with the highest Defense and not necessarily the unit with highest physical bulk. Once again, Quickened Pulse gives Ares a boost in getting the ball rolling by allowing him to activate his Special for the first time sooner. Otherwise, Attack +3 gives Ares a solid boost to his raw damage output.
Introduction
As another addition to the already oversaturated pool of sword-wielding cavalry, Ares manages to bring something that is both unique and powerful. Dark Mystletainn is a phenomenal personal weapon that allows Ares to activate powerful Specials at a constant rate. Depending on the skill-set, Ares can potentially activate Draconic Aura on every single counterattack in order to take out his opponents in only one hit or Aether every single round of combat for fantastic sustain.
Statwise, Ares sports an exceptional 36 Attack. When paired with an Attack-scaling Special such as Draconic Aura, Ares has the potential to take out his opponents in only one hit upon activation. In addition to this, his physical bulk stands firm at a base value of 73. Although his base Speed is somewhat middling, it can be brought up to a respectable amount through a boon and team support with Hone Cavalry. This can greatly reduce the amount of damage he takes by avoiding follow-up attacks from a wider range of opponents.
Ares’ greatest downfall is his terrible magical bulk. At a meager base value of 18, Ares is susceptible to getting taken out in only one hit by magical-damage dealing opponents. This can serve as a detriment when utilizing his Distant Counter set as Ares will need to tread carefully during his first round of combat.
Overall, Ares is an Enemy Phase powerhouse that both flexible in his builds and powerful in his combat ability. He is very effective in his role and performs well both on and off a cavalry-centric team.
Strengths
Dark Mystletainn
Dark Mystletainn is an outstanding weapon that allows Ares to activate powerful Specials at a constant rate. Not only does this grant him massive damage output, it also allows him to run a variety of different builds that fulfill different roles.
Fantastic Attack
At a base value of 36, Ares hits hard with his raw Attack alone. In addition to this, it adds to the potency of Attack-scaling Specials such as Draconic Aura and AOE Specials.
Good Physical Bulk
Ares has a solid physical bulk of 73, making him a suitable physical tank as well as an effective user of Defense-scaling Specials such as Bonfire and Ignis depending on the skill-set he is running.
Cavalry
In addition to his superior mobility, Ares has access to class-exclusive buffs such as Hone Cavalry.
Weaknesses
Terrible Magical Bulk
Ares’ low magical bulk of 58 causes him to get massively chunked, if not outright killed in one hit by magic opponents. This is particularly detrimental when utilizing a Distant Counter set.
Cavalry
Although being a cavalry unit has its advantages, it can also be a detriment. On top of forests and trenches making it harder to navigate maps, Ares has an innate weakness to cavalry effective weapons.
Team Options
Counters
Due to his abysmal magical bulk, Ares can easily fall to magic damage dealing opponents. In addition to this, physically bulky blue units can easily mitigate his damage, especially if they are running Guard in order to prevent him from activating his Specials. Last but not least, Ares’ status as a cavalry unit gives him an innate weakness to opponents carrying class-effective weapons.
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Magical Damage Dealers: Nowi, Delthea, Lute, Reinhardt, and Linde can all make short work of Ares’ sparse magical bulk.
-
Physically Bulky Blues: Fallen Hardin, Effie, Winter Robin, Female Corrin, and Lukas can easily mitigate the amount of damage that Ares can do thanks to their high physical bulk and Weapon Triangle advantage. In addition, units that utilize the skill Guard can completely wall him off by preventing him from activating his Specials.
- Effective Weapons: Anti-cavalry weapons, both physical and magic alike will easily tear through Ares’ health bar due to their high damage multiplier. Common users include Micaiah, Gray, and Gerome.
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Dark Mystletainn | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Draconic Aura | C | Hone Cavalry |
| S | Brazen Atk/Res 3 | ||
+9 merge, fire blessing, S bond with veronica, brazen atk/res3 seal. Reaching vantage range triggers brazen atk/res; bonfire and draconic aura deal 1 or 2 point more/less damage than each other before/after 75% hp
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Dark Mystletainn | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Draw Back | B | Escape Route 3 |
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Aether | C | Atk Smoke 3 |
| S | Close Def 3 | ||
This build makes Ares into a vanguard / debuffer. He rushes ahead into battle and hopefully survives a hit to debuff the enemy team. This brings him into brazen range where he becomes unstoppable with all the defense he gains. In case he gets below half hp, he can use escape route to retreat to safety and support the team with draw back.
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Dark Mystletainn | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 |
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Blazing Wind | C | Odd Atk Wave 3 |
| S | Atk/Def 2 | ||
Works wonders in a cavalry or mixed emblem team. He’s super slow, so I had to compensate with swordbreaker, but he’s capable of readying his special in 1 turn, then wreaking havoc on everything he touches.
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Dark Mystletainn | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Draconic Aura | C | Drive Atk 2 |
| S | Squad Ace E 3 | ||
Merge: +2 (current +10 merge project)
Seal: Squad Ace E 3 (Attack +3)
Mixed Phase Offensive Ares
Dark Mystletainn (Weapon)
A memento of Eldigan that Ares now wields. This version of Mystletainn allows Ares to quickly reduce the cooldown of Specials by 2 if they activate before or during combat. As such, Draconic Aura, that he naturally comes with, makes Ares truly devastating and dangerous to approach.
Reposition (Assist)
Very self-explanatory. His great mobility and reach allows him to safely secure his allies, or bring them forward accordingly.
Draconic Aura / Bonfire (Special)
One of these two Specials work effectively. Draconic Aura is a good budget option to run thanks to Ares' naturally high Attack stat. Bonfire can also be run for better consistency in terms of damage output. They are interchangeable and does not affect his offensive performance as much.
Distant Counter (A-Slot)
A highly overrated skill that actually works great on someone like Ares. While Ares does not have the magical bulk to safely take on mages, he can outright destroy them with a readily charged Draconic Aura or Bonfire at ease. This is so long as he meets the condition for Vantage.
Vantage 3 (B-Slot)
By running Vantage, Ares becomes nearly untouchable by many. Thus, it is much too dangerous to safely approach him without a proper hard counter, such as Brave Lyn with Sacae's Blessing or a Firesweep user. A bulky Blue unit may take on his killing intent, but may be rendered somewhat useless later if they suffered too much damage when dealing with him.
Drive Atk 2 (C-Slot)
Ares is by all means not a supportive type of unit, but it is the only thing to slap on that scores in arena. But, it does help greatly for his allies that lack proper killing power.
Squad Ace E 3 (Sacred Seal)
Basically, Attack +3 in the form of a Squad Ace. Very self-explanatory.
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TBW...
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Dark Mystletainn | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Astra | C | Def Smoke 3 |
| S | Speed +3 | ||
Preferred IVs: +spd or atk/-res
So this build is made to max out Are's damage output. Simple as that. As long as Ares survives a round of combat where he doubles his opponent and enters Desperation range, Ares would then go into a "frenzy" dominating all. As long as Ares can deal damage, his first attack would deal it, then Astra would proc and deal a 150% damage multiplier. His end-game attack and speed would be 59/40 respectively.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Only Inheritable by Sword Units.
|
200 | 1 | 10 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
Draconic AuraBoosts Atk by 30%.
Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
|
120 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
240 | A |
| Non-inheritable by Staff-wielding units.
|
40 | B |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
100 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | B |
Other Info
| Origin |
Fire Emblem: Genealogy of the Holy War
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes