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
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Weapon: Dark Mystletainn
-
Assist: Reposition / Flexible
-
Special: Blue Flame / Draconic Aura
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Passive A: Distant Counter
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Passive B: Vantage
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Passive C: Def Smoke / Hone Cavalry / Flexible
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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
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Weapon: Dark Mystletainn
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Assist: Reposition / Flexible
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Special: Aether / Bonfire / Ignis / Blue Flame
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Passive A: Steady Stance / Fierce Stance
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Passive B: Quick Riposte / Guard
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Passive C: Atk Smoke / Def Smoke / Hone Cavalry / Flexible
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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 |
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Preferred IV: +ATK / -HP or -RES
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Weapon: Dark Mystletainn
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Assist: Reposition / Flexible
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Special: Blazing Wind / Blazing Flame / Blazing Thunder
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Passive A: Death Blow
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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.
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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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Swap | B | Vantage 3 |
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Astra | C | Def Ploy 3 |
| S | Quick Riposte 3 | ||
Astra has a cooldown of 3, and has a cool down of 1 after activating. This means that enemies without Guard or Dazzle effect, and don’t one-shot, have Brave weapons, or have desperation/ Sol Katti will have Astra priced on them right after they attack. Astra can be taken from a 4* Virion. Quick Riposte and Vantage help him kill as fast as possible. An alternate to Astra would be Aether to switch between Vantage range and Quick Riposte range if you don’t have a Wings of Mercy healer.
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Dark Mystletainn | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Draconic Aura | C | Def Smoke 3 |
| S | Brash Assault 3 | ||
Once the brash assault threshold is reached, Eres will be able to perform any 4 cooldown (Astra or Dragon Fang, Ignis, etc.) every match without retaliation so long as he can double from brash assault and activated his special in battle. It will go as fallows: Eres activates a special and has about 50% health. He wins and it goes back to 3 do to -1 cooldown. Dark Mystletainn will give it an extra -2 leaving it at 1. Once he starts another battle, he will attack (bringing it to 0) and make an automatic fallow up from desperation and activate his special. Rinse and repeat.
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Dark Mystletainn | A | Distant Counter |
|---|---|---|---|
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Reciprocal Aid | B | Vantage 3 |
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Blazing Wind | C | Savage Blow 3 |
| S | Quickened Pulse | ||
This is an extremely unorthodox build that looks like it simply doesn't work. Usually Blazing Wind is ignored in favor of other, more reliable specials. However with Ares' Dark Mystletainn, Blazing Wind becomes quite reliable. With +3 cooldown after using Dark Mystletainn, all Ares has to do is to activate Blazing Wind once legitimately and after that with every attack, he should have Blazing Wind ready (as he uses it, it goes down to a +2 cooldown, Dark Mystletainn makes it go down to +1 and he attacks once making it ready once more). This essentially makes a stronger Brave effect with a 1.5x attack before attacking the enemy (even ignoring color), then a legitimate attack. This also creates huge amounts of splash damage making it hard to approach Ares especially with Vantage 3 and Distant Counter. Reciprocal Aid is used to bring Ares down to lower health in order to activate Vantage 3. With the splash damage from Blazing Wind and Savage Blow 3 it becomes extremely difficult to kill Ares when he has Vantage and Distant Counter activated. Quickened Pulse is so that Blazing Wind is charged after one battle (which is ideally with a green-type enemy).
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Dark Mystletainn | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Desperation 3 |
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Bonfire | C | Threaten Def 3 |
| S | Brash Assault 3 | ||
This build focuses on making Ares an extremely powerful player phase unit. The only difficulty with this set up is the challenge to get in brash assult range, so ardent sacrifice is helpful. Once his weapon is charged up he'll have a 1 turn ignis ready, attack twice in a row with 32 extra damage, and likely kill the enemy. Brazen attack/defense sometimes even lets him handle another hit if necessary and he generally prefers ignis because he'll get 32 additional damage under 80 percent HP, whereas dragon fang only gives 29 without any buffs or an attack boon. Threaten defense helps ensure extra kills, but it can be swapped for horse buffs or whatever the team needs.
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Dark Mystletainn | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Reposition | B | Chill Def 3 |
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Blazing Thunder | C | Threaten Def 3 |
| S | Quickened Pulse | ||
Reposition: Simply a great skill for moving units, can be replaced with Swap to allows Ares to become a wall in a corridor if needed.
Blazing Thunder: A great skill that punishes units that line up in a straight line. This can be switched out with a skill like Blazing Wind, which serves somewhat the same effect.
Brazen Atk/Def 3: Boosts damage and physical defense when Hit. Pares well with Calvary buffs like Fortify Calvary after Ares is under 80% HP.
Chill Defense 3: Allows Ares to Hit even harder against physical walls that may slow him down. Also provides utility to other allies due to the drop in defense each turn.
Threaten Defense 3: Just staying out of range of a unit and allowing them to get close to Ares allows Threaten Defense to work wonders. Combined with Chill Defense this skill cripples any physical Armors that may block you in arena.
Quickened Pulse: Simply allows Ares to proc Blazing Thunder/Wind quicker than before. This can be replaced with Close Defense 3 to increase physical bulk or Deflect Magic to reduce magic damage from afar.
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
|
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Fate Grand Order
Dragonball Legends

IV Calc
Heroes