Table of Contents
- Default
- Attack
- Special
- Injured
| Halloween Jakob - Devoted Monster |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 19 | 8 | 5 | 8 | 7 |
| Middle | 20 | 9 | 6 | 9 | 8 |
| High | 21 | 10 | 7 | 10 | 9 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 38 | 32 | 20 | 30 | 29 |
| Middle | 42 | 35 | 23 | 33 | 32 |
| High | 45 | 38 | 26 | 36 | 35 |
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 |
|---|---|---|---|---|
Boons
-
+ATK: This is easily Jakob’s best boon. It improves everything he can do, and gives a massive boost to his Player Phase build.
-
+DEF: Jakob is quite a tanky character, and a +DEF boon will manage to make him even tankier.
-
+RES: A +RES boon will make Jakob tankier just like a +DEF boon will, but with the added bonus of increasing the chance of landing Ploys.
Neutral
-
HP: As a tank, Jakob wants to avoid taking a penalty to his bulk if possible; while HP is a superbane, it still isn’t quite as bad of a bane as DEF or RES due to Jakob’s low speed causing him to get doubled frequently.
Banes
- -SPD: Jakob’s Speed is atrocious, making it a clear dump stat. Dumping Speed has no effect on Jakob’s effectiveness due to him having access to exclusive armored unit skills like Bold Fighter.
Skill Sets
The Reaper (Offensive Nuke)
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Brave Bow+ | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Swap | B | Bold Fighter 3 |
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Ignis | C | Def Ploy 3 |
| SP | 2,045 | S | Attack +3 |
- Preferred IVs: +ATK / -SPD
- Weapon: Brave Bow+ / Firesweep Bow+
- Assist: Swap
- Special: Ignis / Bonfire / Aether / Moonbow
- Passive A: Death Blow / Sturdy Blow
- Passive B: Bold Fighter
- Passive C: Def Ploy / Armor March / Varies with Team
- Sacred Seal: Attack +3 / Quickened Pulse / Def Ploy / Armored Boots
This is the set that turns Halloween Jakob into a complete monster, no pun intended. Thanks to the power of Bold Fighter, Jakob has guaranteed access to quad strikes whenever he attacks. Combine this with his high Attack and the increased Special charge, and the result is a build that very few units will be able to survive.
Brave Bow is the weapon of choice for maximum damage, due to the guaranteed quad strike granting massive damage output on top of Special activations. However, Firesweep Bow is an acceptable option to negate any chance of Jakob dying should the enemy manage to survive the first two attacks.
Ignis is standard for this set; it will activate on Jakob’s third attack, and is incredibly hard to survive due to the massive damage output it entails. Bonfire is a strong alternative option, particularly if paired with the Quickened Pulse seal and Brave Bow for an instant Bonfire activation on the second hit. Bonfire has the additional benefit of allowing Jakob to break through enemies with Guard. Aether is generally an inferior option to Ignis and Bonfire, but the added healing can help Jakob sustain if he’s fighting a series of particularly tanky enemies. Moonbow will allow Jakob to activate his Special every other attack; while this is devastatingly strong, it does lack the superior burst capabilities of Ignis or Bonfire.
Death Blow is better than Sturdy Blow for raw damage output, but Sturdy Blow helps increase Jakob’s tankiness as he attacks. The damage loss isn’t particularly extreme, as Ignis or Bonfire’s damage will also increase from the extra Defense.
As a ranged armor unit, Jakob isn’t nearly as reliant on Armor March in order to engage enemies. The debuff from Def Ploy results in a significant damage increase, as it is effectively +5 additional damage per hit - up to +20 damage on a quad strike. Jakob’s good Resistance stat makes him a strong user of Def Ploy; however, his C skill can be replaced as needed to fit the team composition.
Tricky Trickery (Mixed Phase)
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Slaying Bow+ (+Def) | A | Close Counter |
|---|---|---|---|
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Swap | B | Bold Fighter 3 |
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Ignis | C | Def Ploy 3 |
| SP | 1,695 | S | Quick Riposte 3 |
- Preferred IVs: +ATK / -SPD
- Weapon: Slaying Bow+ (+Def) or (+Res)
- Assist:Swap
- Special: Ignis / Glimmer / Moonbow
- Passive A: Close Counter / Atk/Def Bond / Atk/Res Bond
- Passive B: Bold Fighter
- Passive C: Def Ploy / Armor March / Varies with team
- Sacred Seal: Quick Riposte
For a more balanced approach, this build offers Jakob the ability to be devastatingly powerful on both phases. The combination of Bold Fighter and Quick Riposte, exclusive to armored units, allows them to guarantee doubles on both phases regardless of Speed.
Slaying Bow reduces the cooldown on Ignis to 3, allowing Jakob to activate it on his second attack on either phase. The choice of refine is mostly up to preference; +Def will result in better physical bulk and improved Ignis damage, while +Res will result in better magical bulk and improved Ploy capabilities.
Glimmer or Moonbow are good alternative options to Ignis if favoring consistent damage output over big bursts of damage. Although they will unfortunately result in the increased Special charges from Bold Fighter being wasted, running Glimmer or Moonbow will allow Jakob to retaliate with a Special activation twice when initiated on.
Close Counter is very useful to maximize Jakob’s ability to deal with any and all enemies; his strong mixed bulk allows him to easily take on melee threats as well as ranged. Alternatively, both Atk/Def Bond and Atk/Res Bond can be useful by improving his stats on both phases. The choice between the two Bond skills is up to also up to preference, with the same reasoning as the choice of refine on the Slaying Bow.
The WALL (Defensive Tank)
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Guard Bow+ (+Def) Alternate: Monstrous Bow+ (+Def) |
A | Close Counter Alternate: Svalinn Shield |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 Alternate: Wary Fighter 3 |
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Ignis | C | Atk Ploy 3 |
| SP | 1,595 | S | Close Def 3 |
- Preferred IV: +ATK or +DEF or +RES / -SPD
- Weapon: Guard Bow+ (+Def) or (+Res) / Monstrous Bow (+Def) or (+Res)
- Assist: Swap
- Special: Ignis / Glacies / Bonfire / Iceberg
- Passive A: Close Counter / Distant Def / Svalinn Shield
- Passive B: Vengeful Fighter / Wary Fighter / Guard
- Passive C: Atk Ploy / Def Ploy / Varies with team
- Sacred Seal: Close Def / Distant Def / Quick Riposte
As an armored unit with good mixed defenses, Jakob can run a variety of different builds to function as a tank. This set can range anywhere from budget to extremely high investment, with varying degrees of effectiveness.
Guard Bow’s Distant Def effect results in Jakob’s defenses getting exceptionally high against ranged threats. However, his base Monstrous Bow is functional for a tank setup. In either case, the choice of refine is mostly up to preference between +Def or +Res; the main difference is that +Def increases physical bulk and increases Bonfire damage, while +Res increases magical bulk, Iceberg damage, and Jakob’s ability to land Ploys. The choice between Ignis and Glacies (or Bonfire and Iceberg) is just a matter of picking the one that corresponds to which of Jakob’s Defense or Resistance is higher once accounting for all stat bonuses. If running Vengeful Fighter, then the 4 charge Specials (Ignis and Glacies) should be taken, otherwise the 3 charge specials (Bonfire and Iceberg) should be taken.
Close Counter may seem counterintuitive with a Guard Bow, but pairing them with the Close Def seal grants Jakob strong coverage against all types of damage. If preferred, Jakob can elect for Distant Def in his A slot and Sacred Seal, for a total of +18 Defense and Resistance against ranged attacks, making him incredibly resilient against them. Taking Svalinn Shield will prevent Jakob from countering against melee units, but will prevent them from being able to obliterate him with effective damage; this will allow him to tank them for extended periods of time, which can be very useful for protecting other armored teammates. It also has the added benefit of keeping him safe from Micaiah, whose ranged anti-armor tome is otherwise very dangerous.
Vengeful Fighter is a direct upgrade from Quick Riposte, giving Jakob a larger HP threshold to maintain his ability to double, while also allowing him to run higher damage Specials thanks to the increased Special charge. On a budget, Wary Fighter will make Jakob even tankier by removing enemies’ ability to double him, at the cost of also significantly reducing Jakob’s damage output by also preventing him from doubling. Guard is an alternative option that can be paired with the Quick Riposte seal to deny enemy Specials - this can be a highly potent option when considering enemy armor units that may be running Bold Fighter.
Atk Ploy helps add to Jakob’s defensive capabilities, as debuffing enemies’ Attack will result in lower damage coming his way. Alternatively, Def Ploy will increase the damage output of Jakob and any other physical teammates. Both are good support options that make use of Jakob’s strong Resistance stat, but they can be replaced as needed to suit the team.
For seals, Close Def synergizes well with Close Counter to give Jakob very high defenses against all types of attacks, while Distant Def doubles down on his tankiness against ranged threats. The Quick Riposte seal should really only be considered if running Guard as Jakob’s B skill.
Introduction
Halloween Jakob may have seemed mildly underwhelming on his release, but all that changed when the Bold Fighter nation attacked. He went from being a solid, tanky archer with decent damage when hitting twice with a Brave Bow, to being a ruthless killing machine, unleashing quad strikes backed up by Ignis bombs.
Jakob’s offensive power is so absurdly high with Bold Fighter that most units have extreme difficulty surviving him. He doesn’t even suffer from paper-thin defenses like most units with incredible offenses do; he is easily capable of taking a hit or three, particularly when backed up by armor team buff support.
Halloween Jakob is so insanely strong that all teams should consider their options when facing his offensive Brave Bow + Bold Fighter build. In player control, he can readily wipe out nearly any enemy and be extremely resilient when being attacked. He is a powerful asset to any team, and can easily make up for any flaws he may have.
Strengths
Armored Unit
Jakob has access to powerful, armor-exclusive skills like Bold Fighter and Ward Armor, while also enjoying higher BST compared to other unit types.
Bold Fighter
This skill is so game-changingly powerful on Jakob that it deserves its own section. Thanks to this skill, Jakob has nearly unmatched offensive power that very few units are capable of withstanding.
Strong Mixed Bulk
With 33 Defense and 32 Resistance, Jakob is quite resilient. Having 75 physical and 74 magical bulk make him extremely difficult to KO in a single hit, making it extremely tough to stop him from unleashing a powerful quad strike with Bold Fighter and a Brave Bow.
Versatile
With the exception of Speed, all of Jakob’s stats are good. As a result, he is capable of running a large variety of builds, including a powerful mixed phase setup unique to armored units.
Ranged
While being a ranged unit is not a massive benefit by itself, Jakob’s ranged attacks allow him to circumvent his poor mobility to a certain extent, and reduces the need for him to have Armor March support or to run the Armored Boots seal.
Weaknesses
Low Movement
While being a ranged unit helps alleviate this somewhat, the fact remains that Jakob’s status as an armored unit means he is stuck with the worst mobility in the game. This can be alleviated with Armor March or the Armored Boots seal, but even those are taking up skill/seal slots that could otherwise be used for other skills/seals.
Anti-Armor Weakness
As an armored unit, Jakob has an innate weakness to anti-armor weapons like Armorsmasher and Micaiah’s Thani tome. Circumventing this weakness with Svalinn Shield is a pretty big sacrifice, considering that he could instead run other powerful A skills like Close Counter.
Low Speed
Jakob’s Speed isn’t a complete liability - getting doubled results in more Special charges. However, it does force Jakob to run skills like Bold Fighter or Vengeful Fighter to get around his poor Speed.
Team Options
Counters
- Triangle Adept/Raven Mages: Due to Jakob’s reliance on his B slot skills to allow him to double, he really doesn’t have the ability to run Cancel Affinity. This leaves him vulnerable to Triangle Adept/Raven tome mages, though they still need to have good Defense like Winter Tharja, Boey, and Spring Camilla.
- Anti-Armor Weapons: If Jakob is not running Svalinn Shield, then a good way to take him out is with anti-armor weaponry. Some typical users include Effie, Tobin, Winter Chrom, Caeda, and Micaiah. Caeda and Micaiah need to be extremely careful because Jakob can easily wipe them out if he gets the chance to attack.
- Guard: One way to get around the huge power of Bold Fighter is to run Guard, canceling out Jakob’s ability to push out powerful Specials. This works best with a unit with very high Defense like Xander, Adult Tiki, and Dorcas. Keep in mind that Guard still won’t be able to protect against Bonfire due to the lower cooldown.
- Extreme Damage: While this is an obvious counter to every unit, Jakob is particularly vulnerable to incredibly high-powered counterattacks due to his typical Brave Bow set striking twice before enemy counterattacks. Units running Steady Breath and 3- or 4- charge Specials can potentially wipe Jakob out after only the first two hits, negating a large chunk of damage; some units that can do this are Zelgius, Legendary Ike, Fallen Hardin, and Fallen Robin (M).
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Guard Bow+ (+Def) | A | Close Counter |
|---|---|---|---|
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Pivot | B | Wary Fighter 3 |
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Moonbow | C | Threaten Def 3 |
| S | Close Def 3 | ||
Halloween Jakob - Slow and Steady Wins the Race
This build focuses on the strengths of Halloween Jakob while countering his weaknesses. His strengths are his high values of defense, resistance, and attack. To bolster this, Guard Bow+ must be inherited to acquire a Distant Defense 3 on his weapon. To further improve his tankiness, the +Def value works best along with the added HP. To become tankier yet, he should equip the Close Defense Seal 3. This in turn gives him +6 to Def and Res no matter the foe during the defensive phase. To increase his offense, the best special to use is one with a quick charge and increased damage. Moonbow works perfectly in this case. Now to address his weaknesses, those being that he's a slow moving range unit and has abysmal speed. On one hand, being an armored range unit gives him easier access to get in range to attack. On the other hand, it makes it impossible for him to escape melee range once the enemy has closed in. To counter this, an A slot skill of Close Counter works best. As for his speed, since it isn't even salvageable, it's best to acquire a -SPD IV. To ensure no one can ORKO with a double attack, Wary Fighter should be used. Luckily, this naturally comes with his kit. Of course this comes with the drawback of Jakob not being able to double attack himself, but with the value of his speed in any IV, he can't ever double attack. This simply draws out battles but plays in Jakob's favor. As for a C skill, Threaten Defense 3 works well at softening up enemies for a sure kill on the next turn. If running an armor emblem team, armor buffs can be taken. Or if Jakob is used as an initiator, something tactical can be used for the benefit of your whole team such as Atk Smoke or Spd Smoke. Overall this build is almost indomitable, and like a cancer, slowly kills the enemy team over time. The only things that can break down this build are very specific, such as a Poison Dagger build, Pain Staff build, or a strong Brave Weapon or Raven Tome build with quick charge specials to cut through his defenses. As soon as he loses half his HP, he's dead in the water when it comes to being double attacked. The best strategy against these foes is to have them initiate the first attack during the defensive phase, counterattacking them, then finishing them off during the offensive phase with a special and/or reduced defenses if running Threaten Defense. Unless you have horrible luck summoning Takumi, the hardest thing to acquire on this build is the Guard Bow+ due to resources. Since Takumi is now an outdated bow unit, sacrificing him for Close Counter shouldn't be a problem. Finally, this is a limited unit. He currently can't be acquired or farmed for merging. Here's to hoping he makes a reappearance next Halloween.
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Guard Bow+ (+Atk) | A | Close Counter |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Ignis | C | Ward Armor |
| S | Close Def 3 | ||
Monstrous Baiter
A build which focuses on using the new Guard Bow in combination with the Close Defense seal in order to abuse of Jakob’s great defensive stats. Since neither of these skills occupy his A slot Jakob can opt for Close Counter, which enhances his playstyle as a baiter. Vengeful Fighter is chosen since it allows him to double enemy heroes despite his abysmal speed. The special of choice is Ignis since it triggers ok every engagement. His support and C skill are up to player preference.
I highly suggest having Jakob recieve Fortify Armor or using him in a Ward Emblem because his performance increases exponentially. Some values to keep in mind:
-When baiting, Jakob will reach 39 Def and 38 Res.
-Fortify Armor will raise these values to 45 and 44 respectively(36 bonus damage from Ignis).
-Under the effect of three Ward Armor buffs, he reaches 51 and 50(40 bonus damage from Ignis).
A variant of this build will have him running a Slaying Bow, which would allow him to trigger Aether in every fight. This can prove very effective, though he looses 6 points in def/res against ranged attackers.
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Guard Bow+ (+Def) | A | Distant Def 3 |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Bonfire | C | Ward Armor |
| S | Distant Def 3 | ||
Merge: +0
Seal: Distant Def 3
Enemy Phase Monster Jakob
Positives:
+ With the introduction of Guard Bow+, it functions identically to that of Distant Def, granting him Def/Res+6 when attacked by those with magic, Staff, Bow or Dagger
+ Vengeful Fighter, a direct upgrade of Quick Riposte, allows him to make guaranteed follow-ups regardless of his Speed and speed up his Special cooldown
+ With Guard Bow+ and double Distant Def, he is granted a whooping Def/Res+18
+ To go even further, if he is surrounded by 3 other Armored units with Ward Armor, he will be granted Def/Res+12, thus totalling up to a grand Def/Res+30, making it nearly IMPOSSIBLE to leave a dent on Monster Jakob without Moonbow or Luna (or Aether/Black Luna)
Negatives:
- Despite the amazing bulk he gets, it sadly does not stop Armorslaying users as this only works against ranged targets
- Merric and Sonya can bypass this incredible build thanks to Dark Excalibur and Moonbow
- This sadly does not stop melee units and Breath users
Notes:
- For other defensive builds on Monster Jakob, he can run Close Counter and Slaying Bow+ with Def refinement and he can check numerous of melee units this way (be wary of those with Armorslaying weapons)
- If running Slaying Bow+, Ignis is preferred since Vengeful Fighter can speed it up and trigger in the same engagement
- Depending on what your team struggles with, he can opt to run either Close Def or Distant Def seal
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Guard Bow+ (+Res) | A | Distant Def 3 |
|---|---|---|---|
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Draw Back | B | Vengeful Fighter 3 |
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Bonfire | C | Armor March 3 |
| S | Distant Def 1 | ||
Harnessing his amazing bulk and there by perfecting it, Halloween Jackob has the ability to become near invincible and perfect for enemy phase bait of any sort of ranged heroes. The staggering +16/+16 given by the combination of Guard Bow and dual Distant Def 3 in 'A' slot and Seal slot to 49 def and 48 res, before any other team armor bonuses are applied. While such great bulk normally makes a hero unable to deal damage, with the newly added Vengeful Fighter, Jackob will be able to activate Bonfire in each encounter he baits out. With bonfires 3 charge timer, taking a single hit and one counter will instantly charge it, ready for Vengeful Fighter's followup to deal the final blow.
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Guard Bow+ (+Atk) | A | Close Counter |
|---|---|---|---|
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Pivot | B | Wary Fighter 3 |
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Bonfire | C | Ward Armor |
| S | Close Def 3 | ||
Using this build, H!Jakob becomes a defensive monster. H!Jakob has high attack, defense and resistance allowing him to make great use of the huge amounts of defensive tools available in game. An attack boon pushes his attack up to 38, and when combined with a guard bow(atk+) he reaches 51 attack. Guard bow has the added bonus of Distant Defense 3 attached to it, meaning when H!Jakob is attacked by a ranged unit, he will become even harder to kill. With the additions of Close Counter, Wary Fighter and the Close Defense 3 sacred seal, H!Jakob becomes the perfect tank against nearly every unit. Raven tomes are still a problem for him, however, they won't be doing nearly as much damage due to Guard Bow. Overall, this build allows for H!Jakob to become a total enemy phase tank.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Bow users.
|
50 | 2 | 4 |
| Only Inheritable by Bow users.
|
100 | 2 | 6 |
| Only Inheritable by Bow users.
|
200 | 2 | 8 |
| Learns by default at 5 ★ Only Inheritable by Bow users.
|
300 | 2 | 12 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Glowing EmberBoosts damage dealt by 50% of unit's Def.Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
IgnisBoosts damage dealt by 80% of unit's Def.
Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Only inheritable by armor units.
|
60 | B |
| Only inheritable by armor units.
|
120 | B |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | B |
Other Info
| Origin |
Fire Emblem Fates
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes