Table of Contents
- Default
- Attack
- Special
- Injured
| Clive - Idealistic Knight |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 19 | 9 | 6 | 8 | 4 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 45 | 33 | 25 | 32 | 19 |
| 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
A Virtuous Heart (Enemy Phase Tank)
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Slaying Lance+ (+Def) | A | Atk/Def Bond 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Guard 3 |
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Ignis Alternate: Bonfire |
C | Hone Cavalry |
| SP | 1,545 | S | Close Def 3 |
- Weapon: Slaying Lance (+Def)
- Assist: Reposition / Flexible
- Special: Ignis / Blue Flame / Bonfire
- Passive A: Atk/Def Bond / Sturdy Stance / Steady Stance / Fury
- Passive B: Quick Riposte / Renewal / Guard
- Passive C: Hone Cavalry / Fortify Cavalry / Atk Smoke / Flexible
- Sacred Seal: 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.
Atk/Def Bond is an excellent choice for Clive’s A slot to help increase his two most important stats at the cost of requiring a single ally to be adjacent to him. Luckily, Atk/Def Bond’s positioning requirement is rarely a detriment when used in Enemy Phase oriented builds such as this one and is fairly easy to meet. Alternatively, Clive can run Sturdy Stance or Steady Stance in order to be 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 allows him to take the Close Def Seal to further enhance his survivability and physical bulk while running it in his Seal slot opens his B slot to options such as Renewal and Guard. Renewal grants Clive sustain and lets him stay in Quick Riposte’s HP threshold much more reliably and Guard lets him safely take on units who rely on fast and powerful Special activations for their damage output, such as Bold Fighter armors and several speedy sword units like Ayra.
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)
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Brave Lance+ | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Reposition | B | Chill Def 3 Alternate: Lancebreaker 3 |
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Bonfire Alternate: Luna |
C | Hone Cavalry |
| SP | 2,085 | S | Attack +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.
Introduction
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, preventing him from being merged past +1 and as well as locking him out of 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 an excellent unit when played to his strengths.
Strengths
Decent Attack
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.
Cavalry
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.
Weaknesses
Lack of IVs and Merges
Clive was originally awarded to players who reached a certain point threshold in Tempest Trials. While this did make him rather accessible, his status as a reward unit locks him out of receiving IVs and getting merged past +1, 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.
Cavalry
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.
Team Options
Counters
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Tanky greens: Tanky greens such as Sheena, Hector (LA), Summer Xander, Cherche, and Myrrh can utilize their Weapon Triangle advantage and naturally high Defense stats to easily take on Clive’s attacks and then promptly kill him.
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Strong offensive mages: While Clive definitely boasts strong physical resilience, his low Resistance and Speed make it so that he is frail to sustained magical pressure. Strong offensive mages such as Nino (SF), Spring Catria, Olwen (WT), and Summer Corrin can use this to their advantage and wipe him off the map effortlessly.
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Effective damage: Like all other cavalry units, Clive is weak to cavalry-effective weaponry and should easily fall to units wielding them. Some examples of such units include the likes of Micaiah, Gerome, and (ironically enough) Mathilda.
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Sapphire Lance+ | A | Earth Boost 3 |
|---|---|---|---|
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Reposition | B | Lancebreaker 3 |
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Bonfire | C | Panic Ploy 3 |
| S | Squad Ace A 3 | ||
Clive, compared to other cavaliers, is a mess that has been blessed with one niche: his HP. At 45 neutral HP, the highest of all cavaliers, even surpassing Xander at 44 HP, Clive has a workable bulk of 45/32/19, which makes him decently bulky on the physical side, but frail to magic. This is compounded by his measly 25 Spd, and so this build aims to maximize his strengths and focus on what Clive can do.
The chosen weapon of choice for Clive is Sapphire Lance+; not only does it go along nicely with his color scheme, but it ensures that he can take on swords with relative impunity, especially given his bulk. Combined with Lancebreaker, Clive covers the two common melee weapons in the meta, making him a good, specialized duelist.
The next part of the build involves using his uniquely high HP. Firstly the HP +5 seal is equipped to increase it to incredible levels, and then the fun starts. Using his HP, Clive can activate skills like Earth Boost with ease, helping to further boost his bulk. This also comes with the additional benefit of not relying on him defending unlike Steady Stance or Close Defense, meaning he can use the defense boost even when attacking. This comes into play with the B slot, Lancebreaker, allowing him to initiate on Lancers while retaining his increased defense while on the offensive, keeping his bulk and in the process, increasing his Bonfire damage. Finally, Panic Ploy is used in conjunction with his high HP to debuff a vast multitude of targets, including the aforementioned Xander, especially given the new HP +5 seal to help put Clive at 50 HP.
Finally, Reposition is a generally good Support Skill to use, though it can be interchanged for rallies or skills like Draw Back depending on player preference.
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Killer Lance+ | A | Armored Blow 3 |
|---|---|---|---|
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Reciprocal Aid | B | Hit and Run |
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Ignis | C | Hone Cavalry |
| S | Quickened Pulse | ||
My Clive is +1. I saw the most potential in Clive's Defense so I built him around it. His support is pretty flexible, so I suggest Reciprocal aid to take advantage of his HP. Hone Cavalry because he is the rock of my Cavalry team.
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Brave Lance+ | A | Sturdy Blow 2 |
|---|---|---|---|
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Reciprocal Aid | B | Drag Back |
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Ignis | C | Spur Atk 3 |
(stats at +1 merge)
Typical brave lance build slightly more focused on bulking up Clive's offence and nuking later. Alternatively Pavise can be used to survive unlikely matchups such as Hector's Armads activation.
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Silver Lance+ | A | Armored Blow 3 |
|---|---|---|---|
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Swap | B | Escape Route 3 |
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Bonfire | C | Fortify Cavalry |
Clive... seriously. So dissapointing.... but I think I can make this work.
Silver Lance is kept so Clive won't need a new weapon. Plus 15 might boy.
Swap is used to save Clive/save allies from anihilation.
Bonfire is critical for this strategy. Since Clive has equal speed as poop, then using anything more than a 3 turn skill is dumb. Using Bonfire means taking advantage of his high defense. 16 extra damage is dealt every 3 turns, and if there's a fortify Cavalry buff on him, then it turns to 19 extra damage.
Armored Blow is to abuse his high defense skill. Then he'd get 44 defense if he initiates attack. Also Armored Blow and Bonfire stack. So if he initiates with a fortify Cavalry boost and Armored Blow, the extra damage goes from 16 raw to 22. Alterantives include Sturdy Blow, and Fury.
Escape Route is chosen to escape tough situations where Clive is cornered by mages or forests.
Fortify Cavalry is used over Hone Cavalry because a fortify is better used for someone who naturally has high def to better support units who don't.
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Silver Lance+ | A | Earth Boost 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Bonfire | C | Panic Ploy 3 |
Built around Clive's HP and DEF.
Clive's HP + 3 HP from S Seal + Earth Boost 3 = Clive will have 38 DEF against enemies with less than 45 HP.
Renewal 3 is used to help Clive maintain a HP advantage (which in turns allows Earth Boost 3 to grant +6 DEF).
Panic Ploy 3 is used to continue working off the HP advantage and help weaken enemies receiving buffs.
(For horse emblem) Could use Hone Cavalry to buff up main damage dealer.
(Optional) Replace Silver Lance+ with Berkut's Lance+. We sacrifice 1 MT for an additional 4 RES, but hopefully it makes a small difference against magic.
Bonfire used for it's low cool down works off Clive's 32 DEF / 38 DEF.
Reposition is used to move ally out of harms way and allow Clive to tank. Swap could also be used.
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 | 11 |
| Unlocks at 5 ★ Lance Users Only
|
300 | 1 | 15 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
BucklerReduces damage inflicted by attacks from adjacent foes by 30%.Restricted to melee units.
|
100 | 3 |
EscutcheonReduces damage inflicted by attacks from adjacent foes by 30%.
Restricted to melee units.
|
200 | 2 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
30 | A |
| Inheritable by all units.
|
60 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
120 | A |
| Restricted to melee units.
|
150 | B |
Other Info
| Origin |
Fire Emblem Echoes
|
|---|
Banners Featured In
None

Fate Grand Order
Dragonball Legends

IV Calc
Heroes