Table of Contents
- Default
- Attack
- Special
- Injured
| Helbindi - Savage Scourge |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 8 | 4 | 8 | 6 |
| Middle | 18 | 9 | 5 | 9 | 7 |
| High | 19 | 10 | 6 | 10 | 8 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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)
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Býleistr | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Guard 3 |
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Bonfire Alternate: Sol |
C | Infantry Pulse 3 Alternate: Atk Ploy 3 |
| SP | 1,575 | S | Distant Def 3 |
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Preferred IV: +ATK, +DEF or +RES / -SPD
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Weapon: Býleistr
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Assist: Reposition / Player Preference
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Special: Bonfire / Sol
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Passive A: Distant Counter
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Passive B: Quick Riposte / Guard
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Passive C: Infantry Pulse / Atk Ploy / Player Preference
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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)
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Býleistr | A | Steady Breath Alternate: Close Def 3 |
|---|---|---|---|
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Reposition | B | Guard 3 Alternate: Quick Riposte 3 |
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Aether Alternate: Ignis |
C | Infantry Pulse 3 Alternate: Atk Ploy 3 |
| SP | 1,875 | S | Quick Riposte 3 |
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Preferred IV: +ATK or +DEF / -SPD
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Weapon: Býleistr
-
Assist: Reposition / Player Preference
-
Special: Aether / Ignis / Bonfire / Sol
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Passive A: Steady Breath / Close Def / Steady Stance / Fury
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Passive B: Guard / Quick Riposte
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Passive C: Infantry Pulse / Atk Ploy / Player Preference
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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
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.
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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.
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Wo Gùn+ (+Atk) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Noontime | C | Odd Def Wave 3 |
| S | Heavy Blade 3 | ||
An enemy phased mixed tank, helbindi will take hits while simultaneously healing himself in the same turn. Granted his attack is higher than his opponent, he will be activate noontime twice per engagement and add damage thanks to heavy blade and wo gun. While his defenses aren't boosted other than defense wave, healing on each counter attack should make up for it towards his survivability
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Hack-o'-Lantern+ (+Def) | A | Warding Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Infantry Pulse 3 |
| S | Close Def 3 | ||
Pulled Helbindi on his original banner intending to fodder him of for his duel skill to my raven merge project, then saw his IVs and couldnt bring myself to do it. He just sat around for a bit while I grappled with what to do with him until the Halloween TTs came around, and this build came to my mind. At first glance changing out his weapons didnt seem smart at all as his personal weapon is great (and he has guard in his base kit...) but the no hp requirement won me over. With the hackolaturn providing no hp limited guard, he essentially prevents ever getting hit by an opponents special barring any pre-charging, while warding breath accelerates his own special cooldown. QR for the EP double obviously. Due to his atrocious speed, he will virtually always get doubled, but due to his fantastic native bulk and the guard effect, he will survive most encounters. Running aether allow him to heal, potentially back into QR range. Can also run Ignis for some extra burst in exchange for the healing. With the CC seal, he reaches 45/41 def/res before any buffs, with 49 HP due to the weapon refine, for a total of 94/90 mixed bulk. C skill is flexible, his base infantry pulse is a great option and gets further synergy with the weapon refine. For mixed teams I currently have drive spd as a budget.
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Slaying Axe+ (+Def) | A | G Duel Infantry 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Vengeance | C | Infantry Pulse 3 |
| S | HP +5 | ||
This experimental, untested build utilises Helbindi’s high hp pool for high damage specials.
By using every method to increase his hp, which includes being an arena bonus unit with summoner support and a blessing bonus, he can reach 80hp! This gives him plenty of chances for high damage specials.
While this build isn’t optimised and is open to change, it would be funny to have vengeance do tons of damage.
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Býleistr | A | Warding Breath |
|---|---|---|---|
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Swap | B | Wrath 3 |
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Aether | C | Atk Smoke 3 |
| S | Quick Riposte 3 | ||
Brawling Big Brother Beatdown
Helbindi is arguably one of the sturdiest units around due to his bulk being on par with armored units. If he ever takes a bane to either Defense or Resistance, it's not too bad. A bane in Res still gives him 28 Res, equal to that of neutral Brave Hector and Dorcas' super boon.
Assist skill is Swap to immediately get to the front lines, though Reposition is good to get his teammates out of danger.
Specials are a mixed bag of fun; Bonfire/Ignis make great use of his nice Def stat, so does Iceberg/Glacies if he has a Res boon, and Aether for survival and piercing power.
His A-skill depends on play style; his default is good for fixing an HP bane and Arena, while Steady/Warding Breath can fix Def/Res banes while helping his specials along. Distant Counter is good, but you need to make sure none of his bulk stats have a bane.
B-skill is Wrath, which speeds up the charge time of specials even more. Quick Riposte is another option, but you may need a healer if not running Aether. Guard is a viable option when run with the Quick Riposte seal and a Breath, giving something akin to Special Fighter to Helbindi.
The C-skill is flexible, but a Smoke skill is a good choice for either securing kills or ensuring Helbindi's survival; here Atk Smoke is used to soften blows taken. Wave skills are just as good, but stick to Even Waves so that Helbindi has a buff when Byleistr is unavailable.
Seals depend on how Helbindi is built, but for this case it's the Quick Riposte seal. If QR3 is used in his B-slot and depending on the A-skill, Close/Distant Defense make for good alternatives.
This is based on my experience, but New Year Camilla is a great unit to use alongside Helbindi; her Kadomatsu+ provides Drive Def/Res 1, which can add to his great bulk. If she's given one of the Tactics seals, her C-slot can either be another Tactic to either bolster Helbindi's bulk or give more attack power, or a Spur/Drive skill to stack with the Drive in her weapon.
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Býleistr | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Infantry Pulse 3 |
| S | Heavy Blade 3 | ||
Helbindi is a very resistant infantry unit against both sides (resistance and defense) that has a very high power at the time of attacks but this is not very effective to perform double attacks during the confrontation of an enemy. This set is based on the following:
1. The Býleistr weapon will make a bonus of 4+ attack attributes, 4+ defense, 4+ resistance and 4+ speed to the unit and its adjacent units ... this ability will be activated every odd turn this weapon ability will help the unit mostly to resist more enemy blows and those allied units that attack at distances (wizards, archers and daggers)
2. the Reposition will make the allies protected by twisting 2 squares leaving the unit ready for the melee or attract the ally for an attack (distant or melee) that the unit can not perform or that is affected.
3. Special ability: The ability I recommend is Aehter as the unit deals damage by subtracting 50% defense and resistance towards the enemy and healing the unit with half the damage caused by the unit to the enemy. the special ability has an execution value of 5.
4. Passive ability A, I recommend distant counterattack for the reason of attacking the enemies that are in a radius of two squares and that the unit can perform an action.
5. Ability B, its speed is terrible to make double attacks but with Quick Riposte (3) the unit can make a double attack always when it has more than 70% of life and which enemy begins the attack. It will combine perfectly with distant counter-attack.
6. Passive Skill C, Infantry Pulse (3) would support all infantry units in your deck. This causes the infantry units to make those allies that have less than 1 PV or less than the unit go down -1 for the special abilities (the effect is cumulative). This favors greater for the infractions of magicians, daggers and archers.
7. Seal, Sable Blade This makes minus -1 countdown if it overcomes the enemy attack by 1 or more ... this seal is to make Aether become faster to eject; as this special ability is the most important thing in the unit ...remember that Aether recovers half the damage inflicted on the enemy...
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Inheritable by Axe users only.
|
100 | 1 | 8 |
| Inheritable by Axe users only.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
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 |
|---|---|---|
| |
70 | A |
| |
150 | A |
| Unlocks at 5 ★ |
300 | A |
| Inheritable by all units.
|
50 | B |
| Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
| Infantry Units Only |
60 | C |
| Infantry Units Only |
120 | C |
| Unlocks at 5 ★ Infantry Units Only |
240 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes