Table of Contents
- Default
- Attack
- Special
- Injured
| Arvis - Emperor of Flame |
|---|
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Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 18 | 8 | 7 | 4 | 7 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 33 | 34 | 31 | 17 | 33 |
| High |
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 |
|---|---|---|---|---|
This unit has no access to IVs.
Skill Sets
Hell’s Kitchen (Combat/Utility)
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Valflame | A | Fury 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Recover Ring |
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Iceberg | C | Spd Ploy 3 Alternate: Def Ploy 3 |
| SP | 1,385 | S | Def Ploy 3 |
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Weapon: Valflame
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Assist: Ardent Sacrifice / Reciprocal Aid / Draw Back
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Special: Iceberg / Glacies
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Passive A: Fury
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Passive B: Recover Ring
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Passive C: Spd Ploy / Def Ploy / Flexible
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Sacred Seal: Def Ploy / Speed +3 / Resistance +3
This build aims to make Arvis an all-purpose team support and combatant.
With high Resistance and two Ploy skills built into his weapon, Arvis can serve as a top-notch debuffer with the potential to completely cripple any targets in his cardinal directions. This makes Iceberg the choice Special to run, as its damage output will be quite effective thanks to Arvis’ high Resistance. At the cost of a longer cooldown, Arvis also has the option to run Glacies for an even more powerful Special activation.
In addition to being an exceptional debuffer, Arvis’ unique B skill allows him to take on the role of a pseudo healer. Recover Ring acts as an improved version of Renewal, restoring 10 HP every single turn. Combining this with a health-transfer assist such as Ardent Sacrifice allows Arvis to be a self-sustaining HP battery. Reciprocal Aid is also a suitable option and transfers larger increments of health, though can be inconsistent due to Arvis’ overall low HP pool.
Fury is a fantastic option for this set, as the boost it provides increases Arvis’ damage, overall bulk, and ability to utilize Ploy skills as effectively as possible. As for C skills, Arvis can take his debuff game a step further by adding a 3rd Ploy into his C slot. While his native Def Ploy is suitable, Spd Ploy is a better choice for Arvis as a standalone unit due to the fact that he targets Resistance.
As a cherry on top, Arvis can use the Def Ploy Sacred Seal in order to devastate his opponents by debuffing all four stats at once. Otherwise, Speed +3 and Resistance both give Arvis solid boosts to his key stats.
Champion of the Grill (Offensive Nuker)
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Rauðrblade+ | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Desperation 3 |
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Glimmer | C | Spd Ploy 3 |
| SP | 1,995 | S | Heavy Blade 3 |
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Weapon: Rauðrblade+
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Assist: Ardent Sacrifice / Draw Back
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Special: Glimmer / Moonbow
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Passive A: Swift Sparrow / Fury
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Passive B: Desperation / Swordbreaker
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Passive C: Spd Ploy / Res Ploy / Flexible
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Sacred Seal: Heavy Blade / Res Ploy / Speed +3 / Attack +3
This set takes a more offensive approach by trading the utility of Valflame for the sheer damage output of a Blade tome.
For his Assist, Ardent Sacrifice has great synergy with Desperation. Arvis’ extremely poor physical bulk of 50 makes him susceptible to getting killed in only one hit; by dropping his HP without the need to engage in combat, Arvis can safely get into Desperation’s 75% HP threshold. Otherwise, any choice of movement skill such as Draw Back will make for a suitable Assist.
Glimmer is a great choice of Special on any Blade tome user, as it scales with the additional damage received from Hone/Fortify buffs and activates within a reasonable timeframe despite the cooldown penalty tied to Blade tomes. Alternatively, Moonbow can be used as a more effective option against opponents with extraordinarily high Resistance such as Sanaki and Winter Tharja.
Swift Sparrow is a fantastic choice of A skill, as it gives Arvis a strong boost to his offensive stats on initiation without losing anything else. Fury makes for another solid choice by making it easier to get into Desperation range along with increasing his overall bulk at the cost of a marginally weaker offense. In addition to this, the boost in Resistance improves his ability to utilize Ploy skills.
Desperation is essential to any glass cannon mage; once in the HP range, Arvis will be able to safely perform follow-up attacks without the risk of getting killed on the counterattack. Alternatively, Arvis can opt for Swordbreaker in order to secure match-ups against high-tier Speed sword units such as Lucina, Mia, and Soleil.
For his C skill, Arvis can once again make effective use of Ploys. In particular, Res Ploy increases Arvis’ overall damage output while Spd Ploy allows him to secure additional follow-up attacks should they land. Otherwise, the C slot can be replaced with whatever best accommodates his team.
Last but not least, Arvis has several options for Sacred Seals. If he isn’t already utilizing Res Ploy in his C slot, it can also be run in the Sacred Seal slot. Heavy Blade is another option with a consistent activation thanks to the damage scaling property of Blade tomes. This allows Arvis to activate his Special more frequently. Finally, both Speed +3 and Attack +3 make for good picks in order to give Arvis a solid offensive stat boost.
Introduction
Arvis’ unique skills allow him to be what can best be described as a “Swiss Army knife”. In addition to being a fantastic debuffer thanks to Valflame having two built-in Ploy skills, he functions as a healer thanks to his unique B skill. With it, Arvis can take a page out of a Falchion user’s book to an even greater extent by combining Recover Ring with Ardent Sacrifice in order to serve as a health station that recovers every single turn.
Statwise, Arvis sports a good value in both Attack and Resistance. Not only does this give him solid damage output, it allows him to consistently land his Ploy skills against an overwhelming majority of the cast. However, Arvis’ Speed is rather middling and may require that he receives team support such as Hone Speed in order to more consistently perform follow-up attacks. Even more unfortunate is his physical bulk; at an extraordinarily low value of 50, Arvis is susceptible to getting taken out in only one hit by an overwhelming majority of Defense-targeting threats.
Regardless, Arvis provides fantastic utility through both debuffing and healing and is more than capable in combat, making him a flexible choice for almost any team-composition.
Strengths
Valflame
Valflame allows Arvis to be a first-rate debuffer thanks to having both Res Ploy and Atk Ploy built-in. This can be further accentuated by giving Arvis additional Ploys such as Spd Ploy and Def Ploy in his C and Sacred Seal slot respectively, potentially allowing him to debuff all four stats at once.
Recover Ring
Arvis can function as a pseudo healer akin to Falchion users by combining Recover Ring with HP-transfer skills such as Ardent Sacrifice or Reciprocal Aid.
Great Resistance
In addition to making him a better mage combatant, Arvis’ high Resistance allows him to consistently activate his Ploy skills a majority of the cast.
Weaknesses
Abysmal Physical Bulk
With only 53 physical bulk, Arvis is highly susceptible to getting killed in only a single hit by many physical attackers. In addition to this, his puny 33 HP leaves him open to almost any user of Panic Ploy.
Cannot have IVs or Merges
Arvis’ potential is severely limited due to his lack of access to IVs and a limited amount of merges. Not only does this hurt his combat potential by not allowing him to capitalize on his strengths through a boon, it also puts him at a major disadvantage in Arena and Arena Assault.
Team Options
Counters
Due to his abysmal physical bulk, Arvis is often easy prey for physical damage dealing opponents. This is especially true for blue units who hold the Weapon Triangle advantage over him. Magically bulky units can also pose major problems for Arvis. In addition to mitigating his raw damage output, they can potentially have even higher Resistance than him. Not only does this take away Arvis’ ability to Ploy them, but it opens him up to getting hit with the debuff himself.
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Strong Physical Attackers: Powerful physical attackers such as Ayra, Cordelia, Effie, and Elincia all make short work of Arvis’ pathetic physical bulk.
- Magically Bulky: Delthea, Micaiah, and Fallen Hardin can all wall off Arvis’ damage output thanks to their high Resistance and Weapon Triangle advantage. In addition to this, other Ploy users with higher Resistance such as Lute can give Arvis a taste of his own medicine by inflicting him with their own debuffs while avoiding his.
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Valflame | A | Fury 3 |
|---|---|---|---|
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Reposition | B | R Tomebreaker 3 |
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Iceberg | C | Spd Ploy 3 |
| S | Distant Def 3 | ||
Arvis is one of the more overlooked units introduced in the Genealogy of the Holy War patch, but has a great niche in being a dangerous debuffer, separating him from other red mages such as Lilina and Summer Leo.
With the boost from Fury, Arvis hits 36 res, which is more than enough to activate the debuffs on Valflame, debuffing opponents in Atk and Res. To further capitalize on this, Spd Ploy is taken to fully shut down the offensive capabilities of his opponents, and this also allows Arvis to serve as a non-Panic Ploy counter to blade tomes, by essentially nullifying their buffs and reducing their stats as a whole.
Fury will also assist Arvis with dueling at range, boosting his attack and also raising his Spd to a more acceptable 34, which will avoid doubles from slower mages, and faster mages should Spd Ploy be used against them. The Distant Defense Seal is taken here as well, to raise his res even further to 42 (with the Fury boost), allowing him to become a potent debuffer and magic tank. Finally, Iceberg is chosen simply for being a consistent burst damage special, especially given his standout Resistance Stat.
Arvis' B Slot and Support Skill are flexible, and he can be tailored depending on what needs to be countered: R tomebreaker will allow him to take on Red Mages such as Celica and Tharja, G Tomebreaker can be taken if Green Mages are a major problem for his team, and his default Recover Ring can be kept as a budget option that will also serve to give his magical bulk more sustain.
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Valflame | A | Fury 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Recover Ring |
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Glacies | C | Def Ploy 3 |
| S | HP +3 | ||
(A summoner supported Arvis.)
STATS:
He is GODLY when put in the right hands. His atk is great, considering he's a mage. His res ensures he can tank most mages, even blue ones, and his spd is high enough he'll be able to double a lot and avoid being doubled by any threatening blue mages. His HP is decent. It's better with the HP +3 seal on him however it is not required. His def is high enough he can take a hit if he needs to, only to nuke on the next turn. Of course, with just 22 def AND fury, he'll probably die if hit from a high atk physical unit if he's caught out.
SKILLS:
Fury and Recover Ring go hand in hand, and when he doesn't go into combat he can be an emergency medic using Ardent Sacrifice. Def Ploy is optional, however you'll probably keep it on him because you'll have some melee units on your team. Plus, it harmonizes with his weapon that has a built in Atk/Res ploy. The HP +3 seal is totally optional and can be swapped out for something like Distant Defense or Atk +3.
~Do YOU have problems with a pesky blue mage with triangle adept? Is Arvis only doing 2x2 damage? Trigger Glacies to attend a funeral!~
TEAMS:
I placed Arvis on a team that I made for fun- Shigure, Klein, and Boey. I wanted to make a full mage team just for fun, but then realized I may need a physical dmg unit so I added klein to the group. Surprisingly, they all did quite well together. Boey is there to tank physical dmg, Shigure is the healer/dancer, Klein is a nuke and Arvis is a nuke/magic tank. Of course, this team isn't the best, but it's surprisingly good compared to what you may think.
Arvis can really be put anywhere. Need a magic tank? Arvis. Need a red nuke? Arvis. Need a mage nuke? Arvis. Need a mage with good spd? Arvis. Need a field medic? Arvis. Need to fill a spot on your team? ARVIS.
Honestly, he's so versatile he can be a great addition to most teams. Place him on a team with draw back or reposition and a physical tank, and let him do all the work.
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Valflame | A | Darting Blow 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Recover Ring |
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Draconic Aura | C | Spd Ploy 3 |
| S | Speed +3 | ||
Here's Arvis. I put Spd Ploy on him because we all know I'm gonna end up with 2 Dierdre's before a Sigurd. Darting blow can be switched out for swift sparrow, so yeah.
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Valflame | A | Distant Def 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Recover Ring |
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Iceberg | C | Def Ploy 3 |
| S | Resistance +3 | ||
This is a mage tank Arvis. using Res +1 sacred seal gives him 40 Res on enemy phase and is very good with Iceberg giving him 20 more damage. With Ardent Sacrifice and Recover Ring, he can also function as a passive healer.
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Valflame | A | Fury 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Recover Ring |
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Glacies | C | Def Ploy 3 |
| S | Speed +2 | ||
Pretty much the standard build with Ardent Sacrifice making him a passive healer, which is beyond useful for chain challenges and Tempest Trials. Ideally, Spd Ploy 3 would better suit him if you have a spare Deirdre.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Red Tome Users Only
|
50 | 2 | 4 |
| Learns by default at 3 ★ Red Tome Users Only
|
100 | 2 | 6 |
| Learns by default at 4 ★ Unlocks at 3 ★ Red Tome Users Only
|
200 | 2 | 9 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Rising FlameBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Growing FlameBefore combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).
Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 5 ★ Non-Inheritable skill.
|
200 | B |
| Inheritable by all units.
|
60 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Genealogy of the Holy War
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Banners Featured In
None

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IV Calc
Heroes