Table of Contents
- Default
- Attack
- Special
- Injured
| Eliwood (LA) - Devoted Love |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 23 | 10 | 8 | 7 | 7 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 47 | 38 | 32 | 29 | 29 |
| 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
Love and War (Mixed Phase)
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Slaying Lance+ (+Def) Alternate: Slaying Lance+ (+Res) |
A | Distant Counter Alternate: Fierce Breath |
|---|---|---|---|
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Swap | B | Bold Fighter 3 |
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Ignis Alternate: Glacies |
C | Armor March 3 Alternate: Goad Armor |
| SP | 1,695 | S | Quickened Pulse |
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Weapon: Slaying Lance+ (+Def/Res)
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Assist: Swap / Pivot
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Special: Ignis or Glacies / Bonfire or Iceberg
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Passive A: Distant Counter / Breath Skills
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Passive B: Bold Fighter
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Passive C: Armor March / Panic Ploy / Goad Armor / Flexible
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Sacred Seal: Quickened Pulse / Quick Riposte
This build aims to take advantage of Eliwood’s status as an armored unit in order to make him a powerful combatant during both Player and Enemy Phase. Slaying Lance pairs well with this playstyle, as its cooldown acceleration will allow Eliwood to activate powerful Specials more frequently as well as adding to his overall bulk. Thanks to his perfectly balanced defensive stats, Eliwood can choose whether he wants to invest into his physical or magical bulk, making both Defense and Resistance suitable refinement options for his weapon. With this, both Ignis and Glacies make for strong choices of Special thanks to their consistent damage and activation rate.
The focal point of this build is the choice between Distant Counter or a Breath skill. Distant Counter grants Eliwood massive coverage by allowing him to retaliate against ranged opponents while any choice of Breath skill make him much stronger in handling melee threats thanks to the increased Special cooldown charge as well as the stat boost that they proice. In this case, Bonfire/Iceberg become the Special of choice, as Eliwood will be able to activate them on every single counterattack.
Bold Fighter is essential in giving Eliwood a powerful Player Phase presence. Not only does it guarantee his follow-up attack on initiation, the Special cooldown acceleration it provides allows Eliwood to potentially activate Ignis/Glacies every single round of combat. Eliwood’s exceptional Attack coupled with the sheer power of Ignis/Glacies allows him to blast through just about any opponent he initiates on.
Since armored units are naturally restricted to one-movement, it can sometimes be difficult to get Eliwood into a position in which he can initiate on his opponent. It is highly recommended that he or a teammate run the skill Armor March so that he has the movement to effectively utilize the Player Phase potential of Bold Fighter. Thanks to his high HP, Panic Ploy also makes for a great choice of C skill by providing a massive advantage over teams that like to use Hone/Fortify buffs. Otherwise, the C slot can be replaced as needed to suit the team.
Finally, both the Quick Riposte and Quickened Pulse Sacred Seals are key in maximizing Eliwood’s Enemy Phase potential. Quick Riposte is a strong choice that guarantees Eliwood’s follow-up attack as well as his Special activation when initiated on at the cost of being more susceptible to follow-up attacks. Meanwhile, Quickened Pulse lowers the initial cooldown of Ignis/Glacies to 2. When combined with Steady/Warding Breath, Eliwood can activate these two Specials on his very first counterattack, allowing him to take out opponents in a single hit before they have the chance to double him. In particular, this can be the deciding factor in his matchups against Fallen Hardin and Ephraim.
Bleeding Heart (Defensive Tank)
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Slaying Lance+ (+Def) Alternate: Berkut’s Lance+ (+Res) |
A | Distant Counter |
|---|---|---|---|
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Swap | B | Wrath 3 |
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Glimmer | C | Panic Ploy 3 |
| SP | 1,575 | S | Distant Def 3 |
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Weapon: Slaying Lance+ (+Def/Res) / Berkut’s Lance+ (+Res)
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Assist: Swap / Pivot
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Special: Glimmer / Ignis or Glacies
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Passive A: Distant Counter
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Passive B: Wrath / Vengeful Fighter
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Passive C: Panic Ploy / Atk Smoke / Def Smoke / Goad Armor / Flexible
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Sacred Seal: Distant Def / Close Def
This build focuses solely on Eliwood’s combat in the Enemy Phase, particularly against ranged units. In addition to Slaying Lance, one can choose to have Eliwood prioritize on tanking magical damage by running a Resistance-refined Berkut’s Lance instead. While this does come at the expense of a higher Special cooldown, it grants him a whopping +11 Resistance when initiated on.
Thanks to the Special acceleration granted by Slaying Lance, Eliwood can bring the cooldown of Glimmer only 1. This allows him to activate his Special on his counterattack every single time, making it incredibly effective in combating ranged units. In practice, this allows Eliwood to kill tome users such as Nino, Rhajat, and Halloween Henry who may otherwise survive with a sliver of health and potentially take out Eliwood on their follow-up attack. Wrath makes for a fantastic choice of B skill with this playstyle. By gaining an additional +10 damage upon Special activation, Eliwood will be able to swing even more matchups in his favor.
Alternatively, one can choose to run Vengeful Fighter in order to more effectively combat melee opponents. Not only does Vengeful Fighter guarantee Eliwood’s follow-up attack in the Enemy Phase, it also has the additional benefit of Special cooldown acceleration, allowing him to potentially activate Ignis/Glacies every single round of combat.
Once again, Panic Ploy makes for a fantastic choice of C skills due to the massive advantage it provides against opponents that use Hone/Fortify buffs. Smoke kills such as Atk Smoke and Def Smoke are also great choices. Atk Smoke makes Eliwood a better overall tank by reducing the damage of opponents around him after combat while Def Smoke boosts own damage against the affected targets. A good team-synergistic option is Goad Armor, as it allows Eliwood to be a benefactor on an armor-centric team.
Last but not least, both the Close Def and Distant Def Sacred Seals complement this Enemy Phase-oriented playstyle perfectly by reducing damage taken from physical and ranged opponents respectively when initiated on.
Last Minute Present (Brave Lance Budget)
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Brave Lance+ | A | Death Blow 3 |
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Swap | B | Lancebreaker 3 |
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Draconic Aura | C | Goad Armor |
| SP | 1,775 | S | Attack +3 |
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Weapon: Brave Lance+
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Assist: Swap / Pivot
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Special: Draconic Aura / Luna
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Passive A: Death Blow / Fire Boost
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Passive B: Lancebreaker
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Passive C: Goad Armor / Flexible
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Sacred Seal: Attack +3 / Armored Boots
For those that aren’t looking to heavily invest, this cheap skill-set aims to make Eliwood a formidable Player Phase unit.
Brave Lance combined with Death Blow or Eliwood’s native Fire Boost grants him a significant boost to the power behind his initiation and allows him to ORKO his opponent much more reliably. For his Special, Draconic Aura makes for a very effective option, as it scales off of Eliwood’s high Attack stat. Luna also makes for a great choice of Special, particularly against bulkier enemies. Since the aforementioned Specials have a cooldown of 3, they synergize extremely well with Brave Lance and will almost always be ready to activate on his second initiation. For his B skill, Lancebreaker grants Eliwood longevity against lance units in both Player and Enemy Phase as well as allowing him to bust through particularly bulky users such as Fallen Hardin and Gwendolyn who Eliwood may have trouble taking out in a single round of combat otherwise.
The C skill can be anything that suits Eliwood’s team, though Armor Buffs such as Goad Armor is preferred if Eliwood is being run on a team alongside other armored units. Moving on to Sacred Seals, Attack +3 is a good choice in order to maximize Eliwood’s damage output with the Brave Lance. Armored Boots also makes for a solid option, as a Brave Lance set requires him to initiate on his opponent which can be tricky due to the low movement of armored units.
Introduction
Despite being an event unit, Eliwood’s seasonal iteration hits it out of the park in terms of strength. In addition to his well-rounded statline, Eliwood’s status as an armored unit grants him access to powerful skills such as Bold Fighter and Vengeful Fighter along with armor-exclusive buffs.
Being currently tied for the highest BST in the game, Eliwood’s loaded statline leans heavily towards Attack and HP. This allows him to deal massive damage with his raw Attack alone as well as making him a fantastic user of HP-reliant skills such as Panic Ploy. Furthermore, his Speed is nothing to scoff at either. At a base value of 32, Eliwood can avoid most follow-up attacks from mid-high tier Speed opponents, greatly reducing the amount of damage he takes. While both his physical and magical bulk is relatively high at 76 thanks to his perfectly balanced defensive stats, most of this bulk comes from his HP. This makes Eliwood less effective in tanking for multiple rounds of combat. Eliwood also suffers from low movement due to his class-type, though this can be remedied through Armor March support.
Overall, Eliwood is an exceptional unit and a strong contender for the blue spot on any armored team thanks to his ability to excel in both Player and Enemy Phase.
Strengths
Excellent Attack
At a base value of 38, Eliwood hits hard with his raw Attack alone. This consistently grants him high damage output in both Player and Enemy Phase.
Solid Speed
Though it may seem rather middling, Eliwood’s base Speed of 32 is a huge benefit to his Enemy Phase by allowing him to avoid most follow-up attacks through a bit of support such as Goad Armor.
High HP
With a refined weapon, Eliwood’s HP hits a total of 53. This allows him to effectively utilize skills such as Panic Ploy in order to better support his team and perform as a standalone unit.
Armored Unit
Being an armored unit comes with several benefits. These include having a much higher BST compared to other class types, access to class-exclusive skills such as Bold Fighter and Vengeful Fighter, and the ability to receive powerful buffs from armored teammates such as Hone Armor and Ward Armor.
Weaknesses
Vulnerable to effective damage
As an armored unit, Eliwood will receive 1.5x damage from armor-effective weapons. Hammer is especially problematic, as it will likely tear through him in only a single hit due to his Weapon Triangle disadvantage.
Poor Mobility
Eliwood’s class type limits his movement to only one tile. This makes him reliant on Assist Skills such as Pivot or team support through the use of Armor March to be able to quickly move across the map.
Lack of IVs and Limited Merges
Eliwood’s potential is severely limited due to his lack of access to IVs and a limited amount of merges. Not only does this hurt his combat potential by not allowing him to capitalize on his strengths through a boon, it also puts him at a major disadvantage in Arena and Arena Assault.
Team Options
Counters
Physically bulky green units can pose a massive threat to Eliwood, as they can wall off his damage without much effort thanks to their Weapons Triangle advantage. This is especially prevalent when they are running the skill Guard in order to prevent him from activating his Specials. Opponents that use armor-effective weapons, namely Hammer and Thani are also problematic to Eliwood due to the high damage multiplier on the weapons.
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Physically Bulky Greens: Hector, Sheena, Brave Ike, Fallen Male Robin, Winter Chrom, and Amelia can easily mitigate the amount of damage that Eliwood can do thanks to their high physical bulk and Weapon Triangle advantage. In addition, units that utilize the skill Guard can potentially wall him off completely by preventing him from activating his Special.
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Effective Weapons: Due to his class type, Eliwood has a natural weakness to armor-effective weapons. Common users include Micaiah, Caeda, Clair, and Bartre.
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Casa Blanca+ (+Atk) | A | Fire Boost 3 |
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Swap | B | Quick Riposte 2 |
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Sol | C | Goad Armor |
| S | Distant Def 3 | ||
This build takes advantage of Eliwood's base kit as much as possible while being budget-friendly (no 5-star inheritance). I keep Eliwood's native weapon Casa Blanca, as well as Fire Boost 3 and Goad Armor.
To make sure Fire Boost 3 activates (for a +6 to attack), we want to keep Eliwood's HP high. Therefore, I gave him Sol (inherit from Chrom/Raven) to keep his HP up with a modest charging time. Along with this theme of maintaining a high HP, I chose Quick Riposte 2 (inherit from Subaki) to allow him to attack an enemy twice. Most enemy units should fall from this onslaught.
The +Atk refine increases Eliwood's attack further to a total of 60 (52 base + 6 from Fire Boost + 2 from Refine). This is on par with a +Atk Brave Ephraim!
For his C-skill, I kept his native Goad Armor, but this could be replaced with any support skill depending on what your team composition is.
The Distant Def 3 Seal should protect Eliwood from cavalry mages and other major ranged threats. Alternatively, the Deflect Magic and Deflect Missile seals could also serve this purpose. Another idea would be to give him a HP +5 seal to increase the range of enemies that his Fire Boost will work on, and to increase the activation of Quick Riposte. One last option is to give him Close Def 3 to make him into a stronger melee specialist.
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Casa Blanca+ (+Def) | A | Steady Breath |
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Rally Atk/Def | B | Wrath 3 |
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Aether | C | Goad Armor |
| S | Defense +3 | ||
He already has rounded Defenses so this build goes to make him into more of a physical tank being able to defeat a majority of the meta with ease unless they’re M!grima but steady breath means if you double them or then double you, you get a ether to unleash on the next combat but even if you both attack once and you’re in wrath range you still get a aether but this time with +10 damage
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Berkut’s Lance+ (+Res) | A | Warding Breath |
|---|---|---|---|
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Pivot | B | Guard 3 |
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Aether | C | Spd Ploy 3 |
| S | Deflect Magic 3 | ||
Love Abounds Eliwood is a pretty good Armored unit for a free one.
Love Abounds Eliwood comes with pretty good stats; well enough to be a mage killer. With 31 res (Summoner Support), and a +4 with Berkut's Lance refine (+7 if foe initiates combat) as well as Warding Breath, he became unstopable for most mages, unless he encountered a powerful green one like Lewyn, or Ishtar--or goddamned Micaiah.
This build optimize his res to the highest. Good enough to deflect magic, good enough to kill as well. The arrival of DC may change his build for a mage bruiser...
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Casa Blanca+ (+Spd) | A | Fury 3 |
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Pivot | B | Renewal 3 |
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Bonfire | C | Goad Armor |
| S | Quick Riposte 3 | ||
It’s cool that Eilwood is a f2p armored lance unit. So because he was my only option of a lance unit, I decided to build him. This is my build.
For his weapon I prefer his default casa blanca. I don’t know why is the weapon called white house in spanish. It’s pretty funny. The weapon has the effect where it allows him to deny blue buffs from range units. For refinement I am going for +spd, since I think his speed is possible to increase with buffs.
For his assist skill, i’m choosing pivot to increase his mobility. I can go for swap if I bring him to a armor emblem team.
For his special I went for bonfire to allow him to deal more damage. I tried dragonic aura but bonfire deals more damage when stacking def buffs.
For his A skill I prefer fury 3 to boost his well rounded stats. Fury 3 is a good skill for units who’s stats are spreaded everywhere. In other words it’s good for balaced units who don’t have a really good stat neither a bad one.
For his B skill I went for renewal to make it so that he makes up for fury’s lost damage. giving him increased survivalbility.
For his c skill i’m keeping his default goad armor if I ever want to use him in a armor emblem team.
Overall I think Eliwood is a awesome well rounded unit and this build is perfect for him. He can dish out both physical and magical damage pretty well as well as being decently fast. In my opinion well rounded units are awesome to use. Although LA!Eliwood may have been benched by Brave Hector, I think LA!Eliwood still has his uses.
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Casa Blanca+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Sacred Cowl | C | Spur Atk 3 |
| S | Quickened Pulse | ||
Seal: Quickened Pulse/Quick Riposte/Deflect Magic/Missile/Distant Def
B alt: Guard/Quick Riposte/Shield Pulse
Merge: +1
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Eliwood here is an attempt to be a decent replacement for Fjorm.
Casablanca's neutering effect is fantastic against the arena terrors that try to abuse visible buffs.
Sacred Cowl is chosen for the shorter cooldown over Aegis to mimic Ice Mirror and better rhythm for blocking damage. However, Aegis may also be chosen if running Shield Pulse.
DC's self-explanatory.
B is really flexible. Guard stops Reinhardt's QP Moonbow combo cold. QR leaves room for the seal slot. Shield Pulse gets Eliwood's shield ready to go on top of shaving an additional 5 damage off when proc'd.
C skill is pretty flexible.
The seal slot has a lot of options and will largely hinge on personal team comp and his B skill. QP will allow Sacred Cowl to activate on the second hit of both Rein and BLyn's attack. QR is if you wish for him to be a baiter and secure kills even consistently against melee. The Deflects are to help pad out his survivability against whichever threat you believe he'll struggle more against (read: Rein or BLyn). Distant Def is for a more rounded option on trying to have your cake and eat it, too.
*Casablanca's forge can be either res or def. Res was chosen here as vs Rein was prioritsed instead of BLyn due to lancebreaker. Def is still a very viable choice to help round him out to also deal with bows and melee more consistently. His res is ranked 8th highest while his def is 13th highest in the entire roster. So the def forge can help shore that up but the context of the arena matches will be what truly shapes how to build him as a psuedo-Fjorm.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
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50 | 1 | 6 |
| Lance Users Only
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100 | 1 | 8 |
| Learns by default at 4 ★ Lance Users Only
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200 | 1 | 10 |
| Learns by default at 5 ★ Unlocks at 5 ★ Lance Users Only
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300 | 1 | 14 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Rally AttackGrants Atk+4 to an adjacent ally until the end of the turn.
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1 | 150 |
Rally Atk/DefGrants Atk/Def+3 to an adjacent ally until the end of the turn.
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1 | 300 |
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.
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50 | C |
| Inheritable by all units.
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100 | C |
| Unlocks at 4 ★ Only inheritable by armor units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Blazing Blade
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