Table of Contents

Tier Rating

Analysis by Elegear
Barst - The Hatchet


Obtainable as a 3 - 4 only

Hero Stats

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

Stat Variations

Level 1 Stat Variation
Low 19 8 7 5 3
Middle 20 9 8 6 4
High 21 10 9 7 5

Level 40 Stat Variations
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.


  • A +Speed boon allows Barst to reach a good amount of speed, allowing him to mostly prevent follow-ups from fast units, provided he isn't wielding a Brave Axe.

  • +Attack is only recommended should you seek maximum power for woodcutting efficiency. In other words, +Attack for more power with the Brave Axe.


  • A -Resistance bane allows Barst to avoid tarnishing his HP stat, allowing for easier activations of Infantry Pulse or Panic Ploy. However, he fails to survive Reinhardt.

  • On the other hand, a -HP bane can help Barst live through an unbuffed Reinhardt's attack, however Panic Ploy becomes harder to activate.

Skill Sets

Good Chop (Bulky Generalist)

Slaying Axe+
Alternate: Silver Axe+
A Fury 3
Alternate: Speed +3
Reposition B Wrath 3
Alternate: Drag Back
Bonfire C Infantry Pulse 3
Alternate: Spur Atk 3
SP1,770SPanic Ploy 1

Show Explanation/Analysis
  • Preferred Nature: +Speed / -Resistance or -HP
  • Weapon: Slaying Axe+ / Melon Crusher+ / Legion's Axe+ / Silver Axe+
  • Assist: Reposition / Up to player
  • Special: Bonfire / Draconic Aura
  • A Slot: Fury / Life & Death
  • B Slot: Wrath / Guard / Drag Back
  • C Slot: Infantry Pulse / Panic Ploy / Varies on team
  • Sacred Seal: HP +3 / Panic Ploy

A set meant to duel physical units, similar to Nephenee and Ogma.

Barst's weapon is swapped out for one without any speed penalties, as well as those with good Might.

Fury and a +Speed IV is prioritized to give them a chance at denying the enemy's follow-ups. Life & Death can be used instead of Fury, since just like Virion and Ogma, Barst has enough HP and defense to not take a big drop of bulk even with the -5 defenses. In this case however, Draconic Aura is recommended.

Bonfire synergizes with Barst's defense as well as the inclusion of Fury.

Wrath can make sure Barst one-hit kills an enemy on counter-hit with its +10 damage. Guard is chosen as an alternative because as a green unit, Barst has a natural advantage over Reinhardt. However, he can barely survive him (without buffs, but that's what Panic Ploy is for), and Guard makes sure Reinhardt can't cheat with Moonbow and Quickened Pulse. The third option, Drag Back, is a simply great skill for positioning and retreating.

Infantry Pulse and Panic Ploy are chosen C slot skills to take advantage of Barst's 46 HP.

As a final note, let's talk about Barst's chosen IV bane. -Resistance is recommended when running Panic Ploy or Infantry Pulse, though -HP is recommended to take a hit from Reinhardt. Therefore, if you can afford the former, -Resistance is the preferred choice. Otherwise, -HP.

Chop Chop Chop (Brave Build)

Brave Axe+ A Life and Death 3
Alternate: Attack +3
Reposition B Drag Back
Bonfire C Threaten Def 3
Alternate: Spur Atk 3
SP1,125SAttack +1

Show Explanation/Analysis
  • Preferred Nature: +Attack or +Speed / -Resistance
  • Weapon: Brave Axe+
  • Assist: Reposition / Up to player
  • Special: Bonfire
  • A Slot: Life & Death / Death Blow
  • B Slot: Drag Back
  • C Slot: Threaten Defense
  • Sacred Seal: Attack +1

Standard issue Brave Build, though with Barst's speed he can opt for a quad set, which in that case a +Speed IV and Life & Death are mandatory.

Tactical Chop (Emerald Axe)

Emerald Axe+ A Fury 3
Reposition B G Tomebreaker 3
Alternate: Bowbreaker 3
Bonfire C Infantry Pulse 3
Alternate: Spur Atk 3
SP1,710SDistant Def 1

Show Explanation/Analysis
  • Preferred Nature: +Speed / -HP
  • Weapon: Emerald Axe+
  • Assist: Reposition / Up to player
  • Special: Bonfire
  • A Slot: Fury
  • B Slot: Green Tomebreaker / Bowbreaker
  • C Slot: Infantry Pulse / Panic Ploy / Varies on team
  • Sacred Seal: Distant Defense / Defense +1 / HP +3

A triangle adept build for Barst.

A -HP IV is combined with Fury to increase both his resistance and defense for more effective tanking against blue units.

Green Tomebreaker is the B slot of choice so that Barst can take a hit from units such as Nino. Bowbreaker for the same reason, specifically for Brave Lyn.

As for the Sacred Seal, it will depend entirely on what you would like Barst to tank with more efficiency.



  • Axe user belonging to the "excellent physical dueling statline" category
  • Works great with HP-based skills
  • Just a guy who chops wood


  • Speed isn't top tier
  • Depending on how you look at it, he wastes points in HP
  • Recommended to switch weapons
  • Probably not just a guy who chops wood

Barst, the Hatchet, is an infantry axe unit who is akin to units such as Ogma, Catria, Spring Chrom, Minerva, Valter, and so on so forth.

In other words, he has good attack, good speed, good defense, and nice HP, all at the cost of his resistance.

These traits make him into a fantastic physical duelist, though you will most likely need to replace his weapon to make any meaningful use of his speed. Lest you utilize Life & Death. Then it isn't needed.

So, what reason do you have to choose Barst over other similar axe units? His HP. Similar to Ogma, despite carrying a low resistance stat, his health pool is quite large, making him an excellent candidate of skills such as Infantry Pulse and Panic Ploy. Said physical bulk also trivializes Armoured units in the Arena, leaving you with bliss at its difficulty. Though, be wary of Bonfire-charged attacks from Zephiel or Black Luna-coated ones from the Black Knight. They'll kill the guy. Who chops wood.

Different from the guy he works for, Barst's resistance stat isn't absolutely terrible, allowing him to survive single attacks from mages if he has the speed to prevent a follow-up.

Overall, Barst is a hatchet. He's also a great unit that you (probably) won't regret building. Chop chop.


  • Good offensive spread

    • While not fantastic, Barst's offense allows him to secure the kill on units who should die from his axe, such as mages.
  • Great physical bulk

    • Barst's great HP stat will cause an enemy to require 76 neutral or 64 advantage attack to kill him.
    • His defense is also good, and follow-ups will need to be backed by either 53 neutral attack or 44 advantage attack.
  • Great magical soaking potential

    • Despite his low resistance, a magical unit will need 63 neutral or 52 advantage attack to put down the Hatchet.


  • Low magical bulk
    • Barst's low resistance stat means he will take great amounts of damage from follow-ups.
    • As such, a mage will need either 40 neutral or 50 disadvantage (such as Reinhardt) attack to one-round kill Barst.

Team Options

Barst takes his place in a team as a bulky physical duelist with low resistance. He will likely fall to green mages seen in the arena, and as such, units who can deal with them with as soon as possible or take a hit from them can help save Barst's life:

Red Units

As for Blue units, Barst is bulky enough to afford dueling speedy sword units (unless he wields a Brave Axe+), and as such will only be shot down by red mages. Therefore, his Blue ally is quite flexible, though utilizing the Brave Axe+ build begs to be supported by Delthea.


Barring the obvious Red units who have a triangle advantage against Barst, he will fall to any fast mage.

Dragons will deal quite a bit of damage to Barst, but none of them are quick enough or strong enough (Female Corrin) to kill him.

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.
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Inheritable by all units.
Spur Atk 2Grants adjacent allies Atk+3 during combat.
Unlocks at 3 ★
Inheritable by all units.
Spur Atk 3Grants adjacent allies Atk+4 during combat.
Unlocks at 4 ★
Inheritable by all units.

Other Info

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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