Table of Contents
|Clive - Idealistic Knight|
|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.|
This unit has no access to IVs.
A Virtuous Heart (Defensive Tank)
|Slaying Lance+ (+Def)||A||Steady Stance 4
Alternate: Atk/Def Bond 3
|Reposition||B||Quick Riposte 3
Alternate: Guard 3
|SP||1635||S||Atk/Def Bond 3|
- Weapon: Slaying Lance (+Def)
- Assist: Reposition / Flexible
- Special: Ignis / Blue Flame / Bonfire
- Passive A: Steady Stance 4 / Steady Stance 3 / Atk/Def Bond / Fury
- Passive B: Quick Riposte / Guard
- Passive C: Hone Cavalry / Fortify Cavalry / Atk Smoke / Flexible
- Sacred Seal: Atk/Def Bond / Close Def / Quick Riposte
This build aims to capitalize on Clive’s excellent physical bulk and good Attack stat to turn him into a competent and capable Enemy Phase tank. Though his lack of IVs does hinder his potential significantly, this can be circumvented to an extent through the use of buffs, particularly those to his Attack and Defense stats. His weapon of choice for this build is a Defense-refined Slaying Lance, which pairs perfectly with this build’s defensively oriented playstyle, granting him a considerable boost to his already great physical bulk as well as accelerated Special cooldown.
A movement Assist such as Reposition works great to take advantage of Clive’s excellent mobility as a cavalier. Thanks to Clive’s good Defense stat, Defense-scaling Specials are especially powerful and are the preferred option here. When used alongside the Slaying Lance and Quick Riposte, Ignis will be able to activate in any combat where Clive is doubled and he can counterattack and with his relatively low Speed, he will be doubled fairly often. However, should one value consistency over raw damage, Blue Flame and Bonfire will then be his best options and will be able to activate regardless of whether or not he is doubled; these Specials are most effective when running Clive alongside Hone and Goad Cavalry support, as it is possible to raise his Speed to a respectable enough defensive tier where he can avoid being doubled more reliably.
Steady Stance 4 is Clive's ideal choice for his A slot skill as it provides him with the greatest possible boost to his physical bulk but more importantly, it comes with a Guard-like effect of Special deceleration with no accompanying HP threshold -- this is especially beneficial when facing off against foes who rely on speedy Special activations to deal significant amounts of damage. Should it be unavailable, Atk/Def Bond is also an excellent candidate to help increase his two most important stats at the cost of requiring a single ally to be adjacent to him. Sturdy Stance and Steady Stance 3 can be considered as well should one wish to make him more self-sufficient and less reliant on his teammates. On a budget, Fury may also be taken but will require Clive to be extremely picky in choosing his matchups since Fury’s chip damage can easily knock him out of Quick Riposte’s HP threshold.
Quick Riposte is an essential component of this build and is necessary for it to function to its fullest capacity, as Clive’s Speed is far too low for him to be able to consistently perform follow-up attacks on his opponents. Running it in his B slot is recommended if utilizing Steady Stance 4, allowing him to take the Close Def or Atk/Def Bond seal to further enhance his survivability and physical bulk. However, if making use of any other A slot skill, one can use Quick Riposte as his chosen seal instead to open his B slot for Guard and gain a similar advantage against foes who rely on quick Special activations for their damage output.
Hone and Fortify Cavalry are both good options for Clive’s C slot when using him in cavalry exclusive teams. Atk Smoke can also be taken to strengthen Clive’s performance as a tank when baiting multiple opponents by greatly reducing the amount of damage he takes after the first engagement. However, his C slot is extremely flexible here and can instead be filled by any particular skill that best supports his team composition.
On a Knight’s Honor (Brave)
|Brave Lance+||A||Death Blow 4
Alternate: Death Blow 3
|Reposition||B||Chill Def 3
Alternate: Lancebreaker 3
- Weapon: Brave Lance+
- Assist: Reposition / Flexible
- Special: Bonfire / Luna / Moonbow
- Passive A: Death Blow / Sturdy Blow
- Passive B: Chill Def / Lancebreaker / Hit and Run
- Passive C: Hone Cavalry / Fortify Cavalry / Flexible
- Sacred Seal: Attack +3 / Quickened Pulse
In heavy contrast to the first build, this build focuses solely on Clive’s potential in the Player Phase. Though his low Speed does lock him out of many potent options due to his inability to reliably perform follow-up attacks, his good Attack stat and access to cavalry buffs allow him to be a rather decent user of the Brave Lance. In order to maximize his ORKO potential, it is highly recommended to utilize this Clive alongside Hone and/or Goad Cavalry support as well as the Attack +3 Seal.
Due to the nature of Brave weapons, Specials with a 3-turn Special cooldown will activate every other turn and are ideal in order to not waste a charge. For consistent damage output increase, Bonfire will be Clive’s best option for a Special, granting him a +16 damage increase each time it activates if assuming his Defense stat is unbuffed. Luna is also a good choice to help against particularly bulky opponents who Clive would otherwise do minimal damage to. Moonbow may also be used alongside the Quickened Pulse Seal in order to ensure that his Special activates in his first round of combat.
Death Blow is an incredibly effective option when used in tandem with the Brave Lance and is essential in order to maximize Clive’s raw damage. Alternatively, one can run Sturdy Blow to increase his survivability when initiating against opposing physical hitters while simultaneously giving him a solid +4 boost to his Attack; it also has the added benefit of weighing slightly more in Arena and can help increase one’s overall score.
Like most other Brave weapon users, Clive’s B slot is extremely flexible with one option of note being Chill Def. Chill Def can help increase his individual performance tremendously but it can be inconsistent in that it can target someone Clive would not want to initiate against, such as a high Defense green unit. Lancebreaker is a more consistent alternative and gives Clive an easier time against high Defense blues who would otherwise kill him in retaliation, with this skill being the determining factor in his match-ups against Fallen Hardin, Winter Robin, and Gwendolyn. Clive’s native Hit and Run can also be an effective B slot on a budget. Lastly, Hone and Fortify Cavalry are again good options for his C slot if using him in a cavalry exclusive team but if using him in a mixed team, his C slot will vary depending on what supports his team composition the best.
Taking up a new cause to fight by the Summoner’s side, Clive joins the game as a Tempest Trials reward unit. He is a lance cavalier boasting a good Attack stat and excellent physical bulk, allowing him to easily take the role of a capable Enemy Phase tank. His status as a cavalry unit also comes with the perks of having access to cavalry buffs as well as great mobility, both of which are strong advantages in Clive’s favor.
However, this means he must also deal with the disadvantages of being a cavalry unit, such as having to maneuver around terrain obstacles like forests and trenches. In addition, his distribution as a reward unit is much more of a loss than a gain, disallowing him access to IVs. This makes heavily investing in him less desirable in the long run as there are currently other lance cavaliers that are more readily available and with better-distributed stat spreads. His low Speed and Resistance render him extremely weak to mages, with most having no issue in killing him. Nevertheless, with sufficient investment and team support, Clive can be a serviceable unit when played to his strengths.
Clive’s Attack stat of 33 inherently allows him to deal solid amounts of damage, especially so when using him alongside a supportive team composition.
Great Physical Bulk
With a natural physical bulk of 77, Clive can easily take most forms of physical damage and still remain relatively healthy. This can be further augmented through the use of weapon refines and cavalry buffs.
As a cavalry unit, Clive has excellent mobility as well as access to cavalry buffs which can be used to considerably improve his overall performance.
Lack of IVs
Clive was originally awarded to players who reached a certain point threshold in Tempest Trials. While the introduction of Heroic Grails have allowed for him to acquire conventional merges, he still lacks a regular unit's access to receiving IVs, greatly hindering his potential as a unit.
Extremely Weak to Mages
His combination of low Resistance and Speed does him absolutely no favors and causes him to die quickly to sustained magical pressure.
Though being a cavalry unit comes with its own quirks, it also comes with its own disadvantages. In addition to having a weakness to cavalry-effective weapons, Clive will also have to deal with maneuvering around terrains such as forests and trenches. His status as a cavalry unit also disallows the use of powerful skills such as Steady Breath and Wrath.
|Vanguard+||A||Fierce Stance 3|
|Bonfire||C||Drive Def 2|
The Vanguard Clive
this build works to make clive a good unit
Vanguard+ to compliment his Defense when Refined
as well as fierce stance Lance breaker 3 to let him tank enemy lance units as well
and a Flexible C skill and Sacred Seal though id recomend Drive Def 2 and ATK/DEF2
|Silver Lance+ (+Def)||A||Fortress Def 3|
|Ignis||C||Panic Ploy 3|
|S||Quick Riposte 3|
This is a basic defensive Build for Clive.
Ridersbane with Def can help his survivability and matchups with other cavs, but Silver Lance+ is fine if you don't have Ridersbane.
Breaker + QR combo can be great on him.
C slot is flexible, but I like to give him panic ploy to bring his HP to respectable levels to utilize Panic Ploy. Threaten Attack is the other option I would run to help his survivability on the front lines.
The main draw on this build is reaching a respectable 44 Defense which is great for walling Reds. Plus, this build takes almost no investment.
|Brave Lance+||A||Triangle Adept 3|
Offensive Clive that can quad attack fellow lance units. When combined with Hone Cavalry buffs, he's a good destroyers of reds and blues alike. Although definitely not the best, he's still a reliable units with his own niche and role. This build only thrives on horse teams.
|Silver Lance+ (+Spd)||A||Darting Blow 3|
|S||Close Def 3|
Clive wants to get into the front lines as quickly as possible and meet the enemy's vanguard head on. Having Darting Blow and a Spd+ Lance fix his low Speed issue and increase his killing potential while, also lessening the risk to himself. Lancebreaker allows him to now face blue lances in duels, as his generally low Speed is no longer a hindrance. Meanwhile, the Close Defense 3 seal allows Clive to hold the line against melee attackers, supplementing his low Speed with higher defenses.
|Berkut’s Lance+ (+Res)||A||Close Def 3|
|S||Distant Def 3|
This particular build is supposed to make Clive an effective tanky bait type unit.
Clive already had an average defense and attack, but his lackluster speed and underwhelming resistance overshadowed them. Giving him Berkut’s Lance+ +Res now have him a 11 point boost to his formerly 19 Res. With his A and Seal skill, coupled with him being buffed with the Calvary, he’s a completed changed man. When he’s being attacked he stands at 44 defense and 35 resistance. He really only needs extra defensive buffs to cover his resistance to tank our speedy mages.
For setting: Let’s say a Reinhardt with 54 Attack came at him. With the buffs and passives, Clive can clutch survive him with 2 hp and causes an opening for an attack for the rest of your team.
This is OPTIMAL... defensively
Ain’t that Ideal?
Defense +1Grants Def+1.
Inheritable by all units.
Defense +2Grants Def+2.
Inheritable by all units.
Defense +3Grants Def+3.
Inheritable by all units.
Unlocks at 4 ★
Hit and RunIf unit initiates combat, unit moves 1 space away after combat.
Restricted to melee units.
Fire Emblem Echoes
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