Table of Contents

Tier Rating

Analysis by RedFerrari1998
Helbindi - Savage Scourge

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 44
ATK 35
SPD 18
DEF 35
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 4 8 6
Middle 18 9 5 9 7
High 19 10 6 10 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 41 32 14 32 28
Middle 44 35 18 35 31
High 47 38 21 38 34

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.
HPATKSPDDEFRES

Boon

  • +ATK: Helbindi already possesses a solid 35 Attack. Boosting it even further with an Attack boon will help with his raw damage output against any foe.

  • +DEF: Increasing Helbindi’s Defense is also a strong option, helping increase his already high physical bulk even further.

  • +RES: With 31 Resistance, Helbindi is no slouch on the magical bulk front. A Resistance boon will help him against magic even more, as well as improve his ability to use Ploy skills.

Neutral

  • HP: Helbindi has solid HP at 44. It is recommended to keep HP neutral if possible, as this stat affects both physical and magical bulk.

Bane

  • -SPD: Helbindi’s best bane for any situation. His Speed is already atrocious and reducing it further will have no notable impact on his overall performance.

Skill Sets

Honor of Menja (Mixed Tank)

Recommended
Býleistr A Distant Counter
Reposition B Quick Riposte 3
Alternate: Guard 3
Bonfire
Alternate: Sol
C Infantry Pulse 3
Alternate: Atk Ploy 3
SP1,575SDistant Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK, +DEF or +RES / -SPD

  • Weapon: Býleistr

  • Assist: Reposition / Player Preference

  • Special: Bonfire / Sol

  • Passive A: Distant Counter

  • Passive B: Quick Riposte / Guard

  • Passive C: Infantry Pulse / Atk Ploy / Player Preference

  • Sacred Seal: Distant Def / Quick Riposte

This set capitalizes on Helbindi’s great mixed bulk and makes him into a solid wall against both physical and magical foes alike.

Helbindi will ideally want a boon in either his Attack, Defense, or Resistance. All work great for different reasons with Attack helping him deal damage, Defense bolstering his physical bulk, and Resistance increasing his magical bulk. A Speed bane is recommended in all scenarios. Býleistr is a great weapon that boosts his combat capabilities every other turn, as well as boost adjacent allies at the same time. Assist is up to player preference, with Reposition being an always nice general choice. Bonfire works fantastically as a Special thanks to his high Defense. Sol also works to help Helbindi to keep himself healthy.

Distant Counter is his optimal A slot, allowing him to retaliate on ranged foes. Thanks to his solid bulk, he can make great use of this skill, particularly to fight popular blue mages such as Reinhardt and Ishtar. Quick Riposte allows Helbindi to secure follow-up attacks on Enemy Phase, making it invaluable as a B slot. His default Guard is another strong choice, preventing opponents from charging their Special or offsetting the bonus charge from skills like Bold Fighter. The C slot is open to many different choices. His default Infantry Pulse is a great choice should he be alongside other infantry. Thanks to his high Resistance, Helbindi can also effectively run Ploys, such as Atk Ploy. One should choose what C slot suits their team best as there is no best option here. Finally, for his Sacred Seal, Distant Def helps Helbindi even further when attacked from a distance. Quick Riposte is also a strong choice if one is using Guard in the B slot.

Supreme Chad of Múspell (Physical Tank)

Býleistr A Steady Breath
Alternate: Close Def 3
Reposition B Guard 3
Alternate: Quick Riposte 3
Aether
Alternate: Ignis
C Infantry Pulse 3
Alternate: Atk Ploy 3
SP1,875SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF / -SPD

  • Weapon: Býleistr

  • Assist: Reposition / Player Preference

  • Special: Aether / Ignis / Bonfire / Sol

  • Passive A: Steady Breath / Close Def / Steady Stance / Fury

  • Passive B: Guard / Quick Riposte

  • Passive C: Infantry Pulse / Atk Ploy / Player Preference

  • Sacred Seal: Quick Riposte / Close Def

This set focuses fully on Helbindi’s defensive capabilities and close quarters combat.

Either an Attack or Defense boon will help Helbindi greatly, either by boosting his damage output or his physical bulk. Speed remains the best option for a bane. Býleistr is a solid weapon, boosting Helbindi’s overall combat capabilities every odd turn as well as providing the same boost to any adjacent allies when it activates. Reposition is a safe general choice of Assist skill, but this slot is up to player preference. What Special to take mainly depends on what A slot skill Helbindi has. If he has Steady Breath, either Aether or Ignis work great, as their high cooldown is offset by Steady Breath. If a different A slot skill is being used, both Bonfire and Sol make for strong options.

Speaking of, Steady Breath is a fantastic A slot for Helbindi. This grants him a boost to Defense on enemy phase and helps him to charge his Special even faster, allowing him to consistently activate high cooldown Specials such as Aether and Ignis. Close Def is another strong choice, granting both a Defense and Resistance boost when attacked up close. Steady Stance is also a solid choice that boosts Helbindi’s Defense whenever attacked. For a cheaper alternative, Fury also works well. For his B slot, Guard allows him to prevent the enemy from charging their Specials or offset the cooldown effects of skills such as Bold Fighter. This goes great with Quick Riposte as the Sacred Seal, allowing him to enjoy the effects of both Guard and Quick Riposte. Quick Riposte also works fine in the B slot in conjunction with a Sacred Seal such as Close Def.

Finally, his C slot is open to player preference. In an infantry team, his default Infantry Pulse works great. He can also utilize Ploy skills thanks to his high Resistance. There is no best option for the C slot, so take whatever will benefit Helbindi’s team the most.

Introduction

Helbindi has been a popular character even since his Heroes debut and many people have been understandably waiting for him and other original Heroes characters to become playable. That day is finally upon us, as Helbindi is now able to join our army as a axe infantry unit.

Statistically speaking, there is a lot to like about Helbindi. His bulk is amazing, possessing both solid Defense and Resistance, as well as a plentiful HP stat. Helbindi is able to fend off both physical and magical foes alike, making him a fantastic tank. On top of this, he also possesses great Attack for superb dueling potential. This is all topped off with a great personal weapon which completes the Helbindi package. His only real weak point is his Speed, which is downright terrible and this does hinder his bulk somewhat, but not enough to make him that much weaker overall.

All in all, Helbindi is a solid axe infantry fighter, perfect for anyone looking for a more defensive green fighter. While he doesn’t reach the level of the plentiful axe armors available, he is more than capable at both fighting and even serving as a support unit. Give him the right skills and Helbindi will easily sweep aside the filth that lies in his way.

Strengths

Amazing Mixed Bulk

With 44 HP, 35 Defense, and 31 Resistance, Helbindi possesses both amazing physical bulk and solid magical bulk, making him fantastic all around for a defensive playstyle. He is able to resist both physical and magical attacks easily, though his low Speed does cause him to struggle against some of the more hard hitting opponents who can double him.

Great Attack

Helbindi is no slouch on the offensive side either, sporting an impressive base 35 Attack. With Býleistr, Helbindi reaches 51 Attack without any other skills or buffs. This allows Helbindi to deal great damage to any opponent who attacks him, especially when Býleistr’s buffs are active.

Býleistr

Býleistr is Helbindi’s personal weapon. This axe functions identically to the Wave skills, as in it buffs Helbindi and adjacent teammates every other turn. The special thing about Býleistr is that it buffs all stats at once, so Helbindi will effectively grant himself a large boost in combat potential at the start of every odd numbered turn. This even allows him to function well as a support unit, as Býleistr’s buffs can be given to his teammates so long as they start the turn next to him.

Weaknesses

Terrible Speed

The one weak point in Helbindi’s overall package is his Speed stat, which is downright terrible. At 18 base Speed, Helbindi will be double attacked by all but the absolute slowest of characters. This greatly limits his offensive capabilities on Player Phase while also hindering his overall bulk considerably by being basically unable to block enemy follow-up attacks.

Team Options

Given that Býleistr buffs every stat, Helbindi is not as reliant on ally support in the form of buffs, though he would still appreciate them for the turns that Býleistr does not activate. Primarily, Helbindi wants teammates that can protect him from red foes, his greatest threat.

  • Strong Blue Fighters: Helbindi will greatly appreciate having a blue ally alongside him that can protect him from red foes. Plentiful options exist, such as Brave Hector, Nowi, Hardin, Winter Robin, and Nephenee, all of which are very powerful against red opponents.

  • Infantry Mages: Helbindi’s capabilities don’t lie solely in combat, with him being an effective support unit through Býleistr. Red infantry mages such as Celica and Lilina will make fine teammates as Helbindi can support them through his weapon and Infantry Pulse while also protect them from blue enemies. Blue infantry mages such as Ishtar and Linde also make good choices as they’ll also appreciate Helbindi’s support while being able to protect him from red enemies.

  • Healers: In order to keep his defensive capabilities rolling, Helbindi will appreciate healer support in order to keep his HP up so he can stay in the fight for longer. Many powerful options exist, such as Brave Veronica, Maribelle, and Elise. Brave Veronica in particular can not only heal, but also use her staff to debuff the opponents, making Helbindi even stronger against any foe affected.

Counters

The Weapon Triangle is a mighty thing. Even with his solid stats, Helbindi will fall victim to red opponents thanks to the Weapon Triangle and his low Speed. It is advised to keep Helbindi away from the vast majority of red enemies.

  • Strong Red Fighters: With his low Speed, the number of red opponents able to defeat Helbindi is long. A few examples are Zelgius, Ayra, Legendary Marth, Brave Celica, Elincia, and any of the Tikis. All of these possess great power and can handle Helbindi easily.

  • Red Mages: Red Mages possibly pose more of a threat than typical red melee fighters, given that Helbindi is unable to retaliate without Distant Counter. Winter Tharja, Lilina, Celica, Summer Tana, and SM Eirika are all mages capable of defeating Helbindi with little to no issue.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
Silver Axe
Inheritable by Axe users only.
200 1 11
BýleistrAt start of odd-numbered turns, grants Atk/Spd/Def/Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
RetributionBoosts damage dealt to foe by 30% of damage dealt to unit.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
VengeanceBoosts damage dealt to foe by 50% of damage dealt to unit.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
G Duel Infantry 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70
A
G Duel Infantry 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150
A
G Duel Infantry 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Unlocks at 5 ★
300
A
Guard 1If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
50
B
Guard 2If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
100
B
Guard 3If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Unlocks at 5 ★
Inheritable by all units.
200
B
Infantry Pulse 1Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.)
Infantry Units Only
60
C
Infantry Pulse 2Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.)
Infantry Units Only
120
C
Infantry Pulse 3Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.)
Unlocks at 5 ★
Infantry Units Only
240
C

Other Info

Origin
Fire Emblem Heroes

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