Table of Contents
- Default
- Attack
- Special
- Injured
| Berkut - Prideful Prince |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 19 | 8 | 5 | 7 | 7 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 43 | 34 | 22 | 31 | 24 |
| 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
Prince of Scorn (Range Enemy Phase)
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Berkut’s Lance+ (+Res) Alternate: Berkut's Lance+ |
A | Distant Counter Alternate: Water Boost 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Iceberg Alternate: Glacies |
C | Even Def Wave 3 Alternate: Hone Cavalry |
| SP | 1,695 | S | Distant Def 3 |
- Weapon: Berkut's Lance+ (+Res)
- Assist: Reposition / Flexible
- Special: Iceberg / Glacies
- A Slot: Distant Counter / Distant Def / Water Boost
- B Slot: Quick Riposte / Guard
- C Slot: Even Def Wave / Panic Ploy / Hone Cavalry / Flexible
- Sacred Seal: Distant Def / Quickened Pulse / Resistance +3
For those looking to take advantage of Berkut's unique weapon, the Rigelian heir demands some hefty inheritance. Distant Counter is a necessity in order to retaliate and KO mage heroes who can't punch through his boosted Resistance stat: without it, the best Berkut can do is soak hits and charge his Special skill. Water Boost is a more budget alternative that can improve Berkut's survivability, though at the cost of his ability to deal damage. Put bluntly, this build is hard to recommend without Distant Counter.
The rest of Berkut's skills are self-explanatory, and serve to bolster his effectiveness in this role. Quick Riposte is a fantastic addition to his kit in order to mitigate the consequences of his low Speed. The second attack that the skill provides will enable Berkut to deal an Iceberg-powered attack to guarantee his enemy's defeat. For a more defensive option, Guard is among the best choices, though the extra bulk comes at a heavy decrease in Berkut's already limited KO potential.
Even Def Wave is an expensive skill, but undoubtedly the best choice for Berkut if he cannot rely on any cavalry teammates. If he does have a cavalry hero alongside him, Berkut should use Hone Cavalry instead, with his partner wielding Fortify Cavalry. Berkut benefits much more from defensive buffs than the offensive buffs, as the former improves both his survivability as well as his damage output from Iceberg.
Distant Def is the cherry on top for Berkut, providing a significant +6 to his defensive stats when defending from a ranged attack. Combined with his lance, this seal pushes his defensive stats to 37/41 in Defense and Resistance respectively, which should be enough to ensure Berkut doesn't fall to enemy attacks despite his low Speed.
Rigelian General (Melee Enemy Phase)
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Slaying Lance+ (+Def) Alternate: Berkut’s Lance+ (+Def) |
A | Close Def 3 Alternate: Water Boost 3 |
|---|---|---|---|
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Reposition | B | Guard 3 Alternate: Quick Riposte 2 |
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Bonfire Alternate: Ignis |
C | Even Def Wave 3 Alternate: Hone Cavalry |
| SP | 1,545 | S | Close Def 3 |
- Weapon: Slaying Lance+ (+Def) / Berkut's Lance+ (+Def)
- Assist: Reposition / Swap
- Special: Bonfire /
- Passive A: Close Def / Water Boost
- Passive B: Guard / Quick Riposte / Swordbreaker / Lancebreaker
- Passive C: Even Def Wave / Panic Ploy / Hone Cavalry / Flexible
- Sacred Seal: Close Def
Though his base kit pushes Berkut towards a magically defensive role, he still possesses a workable 31 Defense. With some investment, Berkut's melee capability can be greatly improved. For his weapon, a Slaying Lance (+Def) is the slightly stronger option, providing more general benefit by accelerating his Special skill. With that said, while it might be counter-intuitive, sticking to Berkut's Lance might be beneficial in the melee Enemy Phase to deal with the dragon threats and offers a more budget alternative.
Close Def 3 occupying both his Sacred Seal slot and Passive A grants Berkut an impressive +12 to Defense and Resistance during the Enemy Phase, pushing his defensive stats to 43/36 with a Slaying Lance, or 43/43 with Berkut's Lance. This provides fantastic mixed bulk to shrug off most enemy attacks with relative ease and improves the damage of Bonfire a great deal.
Guard vs. Quick Riposte comes down to how much offensive presence Berkut has to have within his team. Guard will safeguard Berkut from powerful Specials such as Regnal Astra, Fire Emblem and Black Luna on red units, so Guard may be favorable for some to ensure that these skills do not activate. Swordbreaker or Lancebreaker can also be strong choices if Berkut's role within the team needs to be more focused towards a specific weapon type.
Introduction
Berkut, Prince of Rigel, is often regarded as one of the strongest villains in the series. Unfortunately, his strength as a character does not translate to his strength as a hero: Berkut suffers from a mediocre stat-line, a class type and base kit that push him towards a niche and contradictory role, and the inability to greatly improve his strength with a boon/bane or merges.
Berkut's base skills push him towards the role of an anti-magic cavalry hero. This isn't an uncommon role among cavalry heroes, with Peri, Mathilda, and Jagen sharing this role, but Berkut's access to Water Boost and Berkut's Lance strengthen his ability to soak magic hits on the Enemy Phase. Berkut's biggest problem is his statline, which does not greatly benefit him in this role: 22 base Speed ensures that many different heroes will be able to make follow-up attacks against Berkut, mages included. On the other hand, 24 base Resistance with no access to boon/bane stats means that Berkut must rely on his skills to defend himself from magical attacks.
The other disadvantage Berkut has is that his role means that Distant Counter is a necessity, and occupies his A slot over potentially useful skills like Water Boost or Distant Def. This means that players must put considerable investment into Berkut so that he may fulfill his role, even when he faces so many stronger competitors. Nevertheless, with sufficient support, Berkut can be a serviceable anti-ranged hero with an extra point of movement to pick off vulnerable heroes.
"Grant me the power to set this land to ruin... For good and all! Take of me what price you will! I care not anymore!"
Berkut, Fire Emblem Echoes: Shadows of Valentia
Strengths
Good Attack
Berkut has a respectable Attack stat of 34. Although he could be surpassed by the other cavaliers with a +ATK IV, Berkut’s Attack should not be understated. This provides a solid foundation for strong attacks from skills like Quick Riposte.
Respectable Physical Bulk
Berkut's physical bulk is the most noteworthy trait. His base 43 HP and 31 Defense give Berkut adequate combat potential against melee heroes and allow him to take reasonable physical punishment. In addition, many of the defensive skills like Distant Def will also benefit Berkut's Defense, further augmenting his defensive strength.
Berkut’s Lance
Though he lacks his iconic Kriemhild lance from Shadows of Valentia, Berkut's Lance provides a similar effect in providing additional Resistance against enemy attacks. Granting 7 resistance during the Enemy Phase evens out Berkut’s bulk, making him magically bulky in relative terms.
Weaknesses
Low resistance
While Berkut’s Lance does provide him with extra bulk against magical attacks, his Resistance is still relatively low, which makes him a prime target for Ploy skills as the bonus Resistance from Berkut's Lance does not improve his threshold for protection from ploys.
Limited Trench Movement
As a cavalry hero, Berkut will struggle to operate in rough terrain with forest or trench tiles. This makes it difficult for him to consider using any Player Phase-oriented build, like an offensive Brave Lance set.
Low speed
Berkut is so slow, his Speed stat might as well be non-existent. The Rigelian Prince is incredibly vulnerable to follow-up attacks, and must rely on his defensive stats to protect himself. Berkut's low Speed also forces him to rely upon skills like Quick Riposte to deal considerable damage on the Enemy Phase.
Grand Hero Battle Unit
As a Grand Hero Battle reward hero, Berkut cannot benefit from IVs and is limited in the number of merges he can acquire.
Team Options
Counters
Berkut is a blue unit, so most green units should be able to take him down. Other than the obvious, it depends on the build that the Berkut is running to take him down. Against his anti-mage set, any bulky green heroes that can shrug off Berkut's physical attacks will dispatch him with ease. Conversely, mages with high Speed can take advantage of Berkut's poor Speed and Resistance if he opts for a more physically defensive set.
- Blue/Green Dragons: Dragons are one of Berkut's most prominent counters, as most of them are physically bulky and can easily double Berkut due to his poor speed. This includes Fae, Kana (F), Myrrh, Corrin (F), and Nowi.
- Green Mages: While Berkut’s Lance could somewhat salvage Berkut’s lack of magical bulk, it could not overcome his triangle disadvantage. A fully buffed Blade tome such as Nino and Olwen (WT) could easily take him down. In addition, if Berkut opts to exchange his lance for a Slaying Lance, any powerful mage will spell defeat for the Rigelian. Examples include Ishtar, Lewyn, Halloween Henry, and Lyn (LA).
- Green Player Phase: While Berkut’s defensive stats can be improved considerably, there are plenty of powerful green physical attackers that can punch through his defensive stats. Cherche and Raven can overwhelm Berkut with their vast Attack stats and ability to make follow-up attacks.
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Berkut’s Lance+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Hone Cavalry |
| S | Distant Def 3 | ||
This is my current Berkut build that I have invested for since I've heard that IS was doing GHB Revivals.
*Weapon - Berkut's Lance+ (+RES)
So when I was originally looking that multiple builds from Gamepress to get some ideas, I noticed how they added a +SPD refinement to Berkut DC build. As they mentioned how doing this would help him get his speed high enough to double with Calvary buffs. But in my opinion, I don't think your going to get as much out of him because of the positioning requirements needed to get all of these buffs. As I chose to give him a RES refine instead to balance his bulk against mages and archers for a purely focus enemy phased build.
*Assist - Repositon/Swap
You can choose either of these skills as they can save potential back line mages and archers on your team from strong red or blue melee threats.
*Special - Aether/Bonfire
I personally use Aether as it is good for Tempest Trials and Chain Challenges, as it provides him the ability to kill high DEF tanks easier as well as giving him a way to heal himself for QR.
As for Bonfire, it is more of a budget choice but it does have its perk of being more consistent than Aether.
*A Slot - Distant Counter
This is the bread and butter of this build as it allows Berkut to have a bigger impact on Enemy Phase. Allowing him to be a threat to both
mages and archer (besides Bow Lyn ;-;).
*B Slot - Quick Riposte 2/3
QR help Berkut immensely to make up for how bad his speed is. As being able to attack twice helps him either kill his target, or charge up his special. As he get 4 charges when he is attacked at 70% health or higher because of him getting doubled as well as QR activating. As this would help allow Aether to proc in the next Enemy Phase he is in.
*C Slot - (Situational) Hones, Fortifies, Spurs, Etc
This is total dependable on what your team is. As me personally, I've put him on a Horse Emblem team which means that I've gave him either Ward Calvary or Hone Calvary for the others Horses I have around him (Sigurd, Bow Lyn, and LA Lilina). But if you're running a mixed team, you can choose to put hones or other buffs that any Units could use.
*Seal - Distant Defense/Close Defense
I use Distant Def personal to enhance his ability to totally deny range threats in general. But you can use Close Def if you worry about his melee match ups against other lance and sword Units that are in the game. As these seals are important for Berkut to take as little damage as possible to stay in QR range.
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Berkut’s Lance+ (+Res) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Lancebreaker 3 |
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Astra | C | Hone Cavalry |
| S | Savage Blow 3 | ||
Note: all stats include skills because I'm lazy
Berkut's Lance makes him into a great magic tank, with Fury only adding upon that. Lancebeaker so he can actually double something, with Hone Cavalry to make his allies stronger. Astra turns him into a +100 damage nuke Savage Blow to deal some damage to his surrounding enemies. Finally, Reposition lets him move his squishier allies behind him.
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Berkut’s Lance+ (+Res) | A | Close Def 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Iceberg | C | Threaten Atk 3 |
| S | Resistance +3 | ||
This set makes Berkut into an excellent Dragon Check, due to his high stacking resistance and slow speed, guaranteeing an Iceberg activation should his foe double him due to Quick Riposte. Close Defence also allows him to survive most red and some blue melee units, having high enough defence to live through their attack and kill using Iceberg combined with his High Attack. Close Defence seal can also be run, increasing his overall bulk and Iceberg damage (when attacked from 1 range).
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Slaying Lance+ (+Atk) | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid | B | Desperation 3 |
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Bonfire | C | Threaten Def 3 |
| S | Brash Assault 3 | ||
Berkut may have a respectable atk skill but with such a low spd, he can't put it to good use. In order to get any doubles in at all, this specialised build with the Desperation and Brash Assault combo allows him to be somewhat impressive, under certain ideal circumstances. With Fury to boost his atk further and also to make it easier to get his health down to 50% along with Reciprocal Aid, he can attack twice in a row at full strength without giving his opponent a chance to counter. He has Bonfire to take advantage of his def, although Luna could be substituted. Because his goal is to be able to attack twice to take out his opponent before they can counterattack, Slaying Lance gives him a greater chance of activating his special and ensuring his survival. His C skill is flexible, but Threaten Def is helpful in ensuring that he can kill his opponent before they have to opportunity to double him after his health has been lowered in order to activate his skills. When he is in top form, he can take out a Black Knight even if Black Luna is fully charged or a Triangle Adept Performing Azura. Even Lukas cannot escape his deadly OHKO. His main weaknesses are Firesweep weapons, Lancebreaker, and archers with high def, as if his foe cannot counter and if he is prevented from attacking twice, his combo is useless. There is also the fact that in order to use Brash Assault, his health must be low, leaving him vulnerable, but his high mobility and decent def make it manageable with proper support.
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Berkut’s Lance+ (+Def) | A | Close Def 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Ignis | C | Threaten Def 3 |
| S | Close Def 3 | ||
This Berkut works well for those that don't have distant counter fodder and want him to serve as a mixed one-range tank. With all of the dragons in the current meta, Berkut is actually quite capable of taking them, as well as lance and sword users. This build capitalizes on Berkut's low speed, and he functions similarly to a Lukas that can tank dragons and has one extra movement (and can receive cavalry buffs). Basically, you want to stick Berkut in front of either a blue or red melee unit, which Berkut will usually kill after he doubles them, due to his high attack. Then, you'll have Ignis charged, and you can fire it off for a high amount of damage onto an enemy unit. Bonfire can be switched out for Ignis for a better enemy phase, as it will guarantee more kills.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Learns by default at 3 ★ Lance Users Only
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
|
200 | 1 | 10 |
| Unlocks at 5 ★ Lance Users Only
|
300 | 1 | 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 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Blazing FlameBefore combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (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 |
|---|---|---|
| Inheritable by all units.
|
50 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Only inheritable by cavalry units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Echoes
|
|---|
Banners Featured In
None

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