Table of Contents

Tier Rating

Analysis by CCZeroFire
Barst - The Hatchet

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
158
HP 46
ATK 33
SPD 32
DEF 30
RES 17

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 19 8 7 5 3
Middle 20 9 8 6 4
High 21 10 9 7 5

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 43 30 29 27 13
Middle 46 33 32 30 17
High 49 36 35 33 20

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.
HPATKSPDDEFRES

Boons

  • +SPD: Paired with a Speed refine, this greatly boosts Barst's ability to both perform and avoid follow-ups.

  • +DEF: A Defense boon allows Barst to get surprisingly tanky—especially with his huge HP pool—and grants him a very deadly Bonfire and Ignis.

Neutral

  • ATK: Though of course never bad as a boon, reaching higher Speed tiers or boosting his tanking power will often be more impactful. Preferred as a boon only if keeping his default Brave Axe.

  • HP: With one of the highest HP stats among infantry, Barst is a great user of skills like Infantry Pulse and prefers to keep his HP neutral.

Banes

  • -RES: A bane to Barst's Resistance effects almost none of his matchups and is his clear dump stat. Usually Barst will instead be relying on his high HP to allow him to take a hit from enemy dragons.

Skill Sets

The Archanean Mercenary (Bulky Tank)

Recommended
Wo Gùn+ (+Def)
Alternate: Wo Gùn+ (+Spd)
A Steady Breath
Alternate: Fierce Breath
Reposition B Quick Riposte 3
Alternate: Quick Riposte 2
Ignis
Alternate: Moonbow
C Infantry Pulse 3
Alternate: Spur Atk 3
SP1,530SClose Def 3

Show Explanation/Analysis
  • Preferred IV:  +DEF or +SPD / -RES
  • Weapon: Wo Gùn+ (+Def/Spd)
  • Assist: Reposition
  • Special: Ignis / Moonbow
  • Passive A: Steady Breath
  • Passive B: Quick Riposte
  • Passive C: Infantry Pulse / Panic Ploy / Drive Spd / Spur Atk
  • Sacred Seal: Close Def / Panic Ploy / HP +5

Barst's high bulk and strong overall combination of Defense and Speed make him a great user of Wo Gùn. Following, with his boon and refine Barst can choose to either invest in his Defense or his Speed. Generally more Defense will result in stronger Specials and more melee victories while more Speed, though less immediately powerful, results in less defeats from opposing mages and Speed-invested dragons, and also boosts his Player Phase potential. The choice should be made based on whether one prefers stronger specialist combat or safer generalist combat.

Ignis is Barst's bread and butter when combined with Wo Gùn, Steady Breath, and Quick Riposte. Barst should be able to activate Ignis every combat and is what lets him demolish whatever fails to take him out first. Moonbow is the generalist alternative that offers less burst damage, but will activate twice and thus have similar performance against anything that doubles yet fails to defeat him. The particular interaction however that may make it noteworthy is that it will be ready to activate on Player Phase whenever Barst takes a ranged attack but is not doubled.

With 51 HP after a refined weapon, Barst is a great user of either Infantry Pulse or Panic Ploy. If one does not want to invest either skill, then a powerful team support skill such as Drive Spd or his default Spur Atk can work just fine.

While Close Def is Barst's preferred Sacred Seal due to the significant bulk it grants him, the Panic Ploy Sacred Seal is also a good option, as can be an HP +5 Seal if already running Infantry Pulse or Panic Ploy in his C slot.

The Scourge of Talysian Seas (Wrath Offensive)

Slaying Axe+ (+Spd) A Fury 3
Reposition B Wrath 3
Glimmer
Alternate: Moonbow
C Infantry Pulse 3
Alternate: Spur Atk 3
SP1,470SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -RES
  • Weapon: Slaying Axe+ (+Spd)
  • Assist: Reposition
  • Special: Glimmer / Moonbow
  • Passive A: Fury
  • Passive B: Wrath
  • Passive C: Infantry Pulse / Panic Ploy / Drive Spd / Spur Atk
  • Sacred Seal: Close Def / Quickened Pulse / Speed +3

Barst's fairly decent Attack and Speed still hold up quite well and allow him to be built into a deadly offensive attacker. With a Speed boon, Speed refine, and Fury 3, Barst's Atk/Spd reaches a fairly strong 50/41, all whilst maintaining a very hefty 51 HP and 33 Defense.

Paired with a Slaying Edge, Glimmer (or Moonbow) is Barst's preferred Special due to its short cooldown and ability to be fully charged at the start of every turn once under the HP threshold of Wrath. This can be accomplished rather reliably from the recoil of Fury or even mid-combat after taking a hit on Enemy Phase.

Infantry Pulse and Panic Ploy remain fantastic options for Barst due to his above average HP,  as do skills like Drive Spd or his default Spur Atk for more generic teamplay.

The Close Def Sacred Seal grants Barst the bulk he desires to trade hits effectively, though alternatively it can be swapped with Quickened Pulse in order to grant him a stronger opening Player Phase as his Glimmer/Moonbow will be immediately charged similar to when he is in Wrath range. A simple Sacred Seal such as Speed +3 is also a fine and accessible option for making him even speedier.

The Peaceful Grustian Woodcutter (Brave Axe / Budget)

Brave Axe+ A Death Blow 3
Alternate: Fury 3
Reposition B Lancebreaker 3
Alternate: Axebreaker 3
Bonfire
Alternate: Ignis
C Spur Atk 3
SP1,550SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES or -SPD
  • Weapon: Brave Axe+
  • Assist: Reposition
  • Special: Bonfire / Luna / Ignis
  • Passive A: Death Blow / Fury
  • Passive B: Lancebreaker / Axebreaker
  • Passive C: Spur Atk
  • Sacred Seal: Attack +3 / Spur Atk / Flexible

A low investment set that requires no inherits from heroes unable to be obtained as 3 star units.

Pairing Barst's base Brave Axe with an Attack boon, Death Blow, and an Attack +3 Sacred Seal makes him into quite a powerful burst attacker. Though Barst's Resistance is still rather irrelevant to him, Speed also becomes a viable choice as a bane as at 27 it will likely be too low to utilize offensively, though be careful of the doubles it might open him up to.

Bonfire and Luna will be Barst's best options for his Special, activating on his second initiation all the same as a a 2-cooldown Special would. Ignis is a good option though if one wants to maximize the damage dealt by a Barst that takes a hit between a quad attack granted by his B skill.

Lancebreaker allows Barst to strike four times against any opposing lancer and can help him win versus the tankiest lancers such as Effie or Brave Hector. Axebreaker, however, helps Barst likely break out the win in his most-neutral matchups, making him more flexible overall.

While an Attack +3 Sacred Seal is Barst's strongest option for maximizing his offense, a Spur Atk Sacred Seal can be an interesting option as it will stack with his base Spur Atk and grant a significant +8 Atk to any allies beside him.

Introduction

Barst is an infantry axe unit featuring a rather common statline: possessing nice HP, decent Attack, decent Speed, and decent Defense, at the cost of a rather horrid Resistance. He benefits quite well from recent weapons and skills, and makes for a pretty strong tank or duelist. His most defining trait is very high HP which makes him one of the best available users of Infantry Pulse, but unfortunately for him, that's about his only defining trait.

Barst falls into the increasing category of units that sit in relative obscurity not because his statline is actually flawed or weak, but because he is otherwise aggressively average in a world with filled with units that can offer much more. Additionally, the existence of units such as Libra and Linus who feature similar base stat lines (but simply with more points tacked on) lower Barst's value quite a bit, and in truth it doesn't help that he is one of the only regularly summonable owners of one of the most coveted inheritable assist skills in the game, Reposition.

Barst's ability to abuse skills such as Infantry Pulse will generally have to be one's driving force when choosing to build him over his competitors, and of course such a quality is certainly not a trait to overlook; good Infantry Pulse support can completely make or break the combat potential of teams built around it. Still, while Barst is a unit that likely won't disappoint when given the proper weapons and skills, he likely won't blow minds either. But Barst never wished to be a star anyway—after years of war and combat, Barst lives the life of the exact type of guy he has long wished to be: just a guy who chops wood.

Strengths

High HP & Physical Bulk

With one of the highest HP stats among Infantry, Barst is also by nature one of the game's best users of Infantry Pulse. His 30 Defense isn't anything to scoff at either, giving a very high overall physical bulk.

Good Offensives

Though of course not the cutting-edge of more recent units, when all is said and done Barst's 33/32 Atk/Spd still holds up decently. After boosts from a boon, refine, and the like, Barst can reach fairly ridiculous Speed all while maintaining his high bulk.

Weaknesses

Terrible Resistance

Barst's 17 Resistance makes him a very easy target for enemy magical units. Barst will typically find himself defeated by almost any magical unit that can outspeed him.

Generally Outclassed

Barst's stat line is, admittedly, quite average, and there are a number of units with rather similar stats that simply offer more due to boosted BSTs, such as Libra and Summer Innes, or access to exclusive weapons, such as Raven, Linus, and Minerva. Additionally, conveniences such as Armor March and Bold Fighter realistically make the majority of axe armors far superior in practice as well. For instance, every single one of Amelia's stats is at least 1 point higher than Barst's.

Team Options

Barst greatly synergizes with other infantry units due to his fantastic ability to use Infantry Pulse.

  • Special Nukers: Units who heavily utilize their Special for damage such as Ayra, Ishtar, and Nephenee are some of the best receivers of Infantry Pulse as it allows them to get get going all the faster, often granting them the ability to Player Phase much faster with with much more safety.

    • "QP Moonbow" Users: Brave attackers like Alm, Brave Celica, and Bridal Cordelia who utilize the Quickened Pulse (or Heavy/Flashing Blade) + Moonbow (or Glimmer) combo are also fantastic receivers of Infantry Pulse support as it grants them the ability to either upgrade their Special to a stronger, normally-3-cooldown Special such as Bonfire or Luna (and still activate it on their first initiation), or instead take different offensive Sacred Seal.

  • Aether Tanks: Infantry bruisers who rely on the high-cooldown Aether for sustain also make good use of Infantry Pulse support, letting them take somewhat riskier first combats. Dragon units like Adult Tiki and Young Tiki make great examples.

    • Of particular note is Legendary Ike, who sees an extraordinary surge in effectiveness if his Radiant Aether can be reduced to a cooldown of 2, allowing him to proc his Special instantly and also make very reliable user of Wrath.

  • Anti-Mages: High-Resistance units such as Fjorm, Micaiah, and Felicia also make for quite helpful partners, helping relieve Barst of the magical units he is weakest against.

Counters

Barst's low Resistance is very easily exploitable and is easily the biggest factor in determining most of his counters. Of course, Barst's rather average statline also makes him rather susceptible to enemy tanks, as well.

  • Red Tanks: While Barst can dish out some heavy burst damage, it generally will never be enough to take out the likes of units such as Zelgius who is fairly bulky and hits back extremely hard. Units such as Winter Tharja and Adult Tiki are especially dangerous as not only are they quite tanky but they also deal magical damage.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Inheritable by Axe users only.
100 1 8
Brave AxeSpd-5. Attack twice when initiating combat.
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 5
Brave Axe+Spd-5. Attack twice when initiating combat.
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 8
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
RepositionMoves adjacent ally to opposite side of unit.
Learns by default at 4 ★
Unlocks at 3 ★
1 150

Passive Skills

Passive Skills SP Slot
Knock BackIf unit initiates attack, foe is moved 1 space away after combat
Unlocks at 3 ★
Restricted to melee units.
150
B
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Inheritable by all units.
50
C
Spur Atk 2Grants adjacent allies Atk+3 during combat.
Unlocks at 3 ★
Inheritable by all units.
100
C
Spur Atk 3Grants adjacent allies Atk+4 during combat.
Unlocks at 4 ★
Inheritable by all units.
200
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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