Tier Rating
Analysis by Naz
Jaffar - Angel of Death

5

Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
147
HP 41
ATK 26
SPD 33
DEF 25
RES 22
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 6 8 5 4
Middle 17 7 9 6 5
High 18 8 10 7 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 23 30 22 19
Middle 41 26 33 25 22
High 44 30 36 29 25
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

Boons

  • +ATK: With his Attack sitting at a lacking base value of 26, Jaffar appreciates taking a boon in order to increase his overall damage output. It even comes as a superboon (+4 boost rather than the standard +3).

  • +SPD: Speed is another suitable choice of boon, as it will also boost Jaffar’s damage as well as his survivability by improving his ability to both perform and avoid follow-up attacks.

Neutral

  • DEF: Although raising it isn’t a priority, Jaffar prefers to keep his Defense intact in order to better survive at least one counterattack from physical opponents.

  • HP: A bane in HP is similar to a bane in Defense but takes away from his overall bulk, making it even more desirable to keep neutral than the aforementioned.

Banes

  • -RES: Resistance is Jaffar’s weakest stat and best option for a bane, as lowering it further will hardly hinder his performance. Furthermore, his unique weapon refinement allows him to attack mages without fear of retaliation.

Skill Sets
Angelic Cleanser (Offense Focus)
Recommended
Deathly Dagger (+Eff) A Life and Death 3
Reposition B Chill Def 3
Alternate: Desperation 3
Moonbow C Odd Atk Wave 3
SP1,445SSpd Smoke 3

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

  • Weapon: Deathly Dagger (+Eff)

  • Assist: Reposition

  • Special: Moonbow / Luna

  • Passive A: Life and Death / Swift Sparrow

  • Passive B: Chill Def / Desperation

  • Passive C: Odd Atk Wave / Spd Smoke / Atk Smoke / Flexible

  • Sacred Seal: Spd Smoke / Atk Smoke / Attack +3 / Speed +3

This set aims to focus primarily on Jaffar’s combat potential with some aspects of team utility. Both Attack and Speed make for a great choice of boon for boosting his offensive prowess. A boon in Speed makes for a particularly effective option against ranged units; namely tome users, as Jaffar will most likely require a follow-up attack for a chance to take them out in a single round of combat.

For his Special, Moonbow is chosen over Glimmer as a much more consistent and reliable option. This is due to Jaffar’s Attack being too low to make effective use out of the damage scaling property of Glimmer. Alternatively, one can also choose to run Luna instead of Moonbow for an even more powerful Special activation at the cost of one additional cooldown.

Jaffar’s native Life and Death makes for a fantastic choice of A skill, as it grants him a significant boost to both Attack and Speed. While it may take away from his overall bulk considerably, Jaffar rarely needs to worry about taking magic damage thanks to Deathly Dagger’s refinement preventing tome users from counterattacking upon his initiation. However, this effect does not work on dragonstone or staff users meaning one should still be careful when targeting them with Jaffar. For a more stable option, Swift Sparrow provides a slightly weaker offensive boost without taking away from his overall bulk.

As for B skills, Chill Def is a great choice for increasing both Jaffar’s damage output as well as the overall support he can provide to his team. While Chill Def can massively increase physical damage against the affected target, it is not always consistent. This is due to it targeting the unit with the highest Defense and not necessarily the unit with highest physical bulk. Although Desperation can make for a suitable budget alternative, Jaffar generally fails to defeat non-mages in a single round of combat due to them having higher physical bulk on average.

Odd Atk Wave makes for a great choice of C skill thanks to the strong offensive boost it provides on odd numbered turns. Another good choice is a Smoke skill such as Atk Smoke or Spd Smoke, both of which synergize extremely well with Deathly Dagger by hitting stats that aren’t already being targeted by the weapon itself. By utilizing both the C slot and Sacred Seal slot, Jaffar can potentially hit multiple enemies with a devastating debuff to all four stats after combat. Aside from that, both Speed +3 and Attack +3 make for good picks in order to give Jaffar a solid offensive stat boost.

Silent Assassin (Sweep/Support)
Deathly Dagger (+Eff) A Life and Death 3
Reposition B Windsweep 3
Luna C Savage Blow 3
SP1,385SSavage Blow 3

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

  • Weapon: Deathly Dagger (+Eff)

  • Assist: Reposition

  • Special: Luna / Moonbow

  • Passive A: Life and Death

  • Passive B: Windsweep

  • Passive C: Savage Blow / Spd Smoke / Atk Smoke

  • Sacred Seal: Savage Blow / Atk Smoke / Spd Smoke / Phantom Spd

At the expense of raw offensive power, this build has Jaffar take a page out of a staff user’s book by focusing on providing support through indirect damage and debuffing while avoiding counterattacks. By running Deathly Dagger together with Windsweep, Jaffar can potentially prevent counterattacks from any opponent barring staff and dragonstone users.

For his Special, Luna makes for a strong choice with Deathly Dagger, as it will be ready to activate every other round of combat assuming Jaffar is able to double his opponent. However, preventing counterattacks using Windsweep lets Jaffar attack only a single time. At the cost of a stronger Special, one can choose to run Moonbow for a more consistent activation rate. Once again, Life and Death makes for a perfect choice of A skill with this playstyle. Since Jaffar is avoiding most counterattacks, he can forego his bulk in favor of maximizing his offensive power. In addition to this, the significant Speed boost provided by Life and Death actually keeps Jaffar safer by helping with the activation of Windsweep.

Deathly Dagger refined for its unique effect has the potential to cripple an entire team. Not only will it provide a free 10 post -combat damage to Jaffar’s target, but also to opponents within two spaces of said target. This pairs exceptionally well with Savage Blow (Both C and Sacred Seal slot) by giving him the potential to do a staggering 24 points of after-combat damage to opponents around his target. Not only does this deal massive indirect damage, but it knocks opponents out of high HP skill thresholds such as Quick Riposte and Guard.

Alternatively, one can choose to expand upon the debuffs inflicted by Deathly Dagger rather than the after-combat damage. By utilizing Atk Smoke and/or Spd Smoke in his C and Sacred Seal slots, Jaffar can inflict a staggering -7 debuff to three or even all four of the enemy team’s stats. Last but not least, although Phantom Speed does not improve upon Jaffar’s ability to double his opponent, it does factor into the activation of Windsweep, making it a phenomenal choice of Sacred Seal.

Introduction

While he may sound intimidating, Jaffar can seem underwhelming for someone carrying the title “Angel of Death”.

Statwise, he lacks both offensively and defensively. With his Attack sitting at a meager base value of only 26, Jaffar can find it difficult to deal any significant damage during combat without the activation of his Special. His 33 base Speed is also rather middling for an offense-oriented unit, especially among dagger users. As such, Jaffar may need to rely on team support such as Spur Spd just to secure his follow-up attack against mid-tier Speed opponents. Furthermore, while his physical/magical bulk of 66/63 may look decent, most of it comes from his HP. This means that Jaffar will often only be able to survive a maximum of 2 hits from his opponents.

However, Jaffar does have a silver lining despite his awkward stat distribution. With his unique weapon, Deathly Dagger, Jaffar is able to adopt a playstyle similar to many staff units. Through indirect damage and debuff infliction, Jaffar is able to sap the strength and health of multiple opponents at once after combat. While this damage is non-lethal, it leaves the enemy team low enough in both stats and health for Jaffar’s allies to easily pick them off.

Overall, Jaffar is not much of a powerhouse on his own but can prove to be a valuable asset on any team thanks to the debuffing/chip damage support provided by his unique weapon.

Strengths

Deathly Dagger

Deathly Dagger is a phenomenal offensive support weapon. By inflicting heavy damage and debuffs on multiple opponents after combat, Jaffar can leave the enemy team on the brink of death while his teammates finish them off.

Just Enough Bulk

Although Jaffar is by no means a tank, he has just enough physical and magical bulk to survive at least one counterattack from most opponents.

Weaknesses

Terrible Attack

Sporting only 26 Attack at base, Jaffar has to rely on indirect damage through Deathly Dagger or the activation of his Special in order to do any noteworthy damage.

Middling Speed

Jaffar’s Speed is at a very awkward spot for an offense-oriented unit, as it isn’t high enough to consistently perform follow-up attacks, nor is it low enough to dump in favor of other stats.

Team Options

Due to the nature of his weapon, Jaffar fits well on a variety of teams. However, there are a few standout allies for him. First of all, Jaffar will appreciate anyone that can provide him with support through buffs, particularly in Attack and Speed. As an offense-oriented unit, he will also greatly appreciate refresher support. Finally, due to his lacking overall bulk, Jaffar enjoys having teammates that can take hits for him.

  • Buffers: Ephraim, Eirika, and Brave Lucina all provide buffs to key stats that allow Jaffar to perform well offensively.

  • Refreshers: Performing Inigo, Ninian, Lene, and New Year Azura are among many great choices that provide Jaffar with fantastic support through an extra turn, allowing him to move into more favorable positions.

  • Tanks: Winter Tharja, Sheena, Fallen Robin, Myrrh, Nowi, and Fallen Hardin are all strong allies, as they can tank both physical and magical hits while keeping Jaffar safe.

Counters

Although Jaffar doesn’t have any designated counters, there are units that he would rather avoid combat with.

  • Physically Bulky: A strong physical tank such as Zelgius, Myrrh, Fallen Hardin, Nowi, and Hector will not only shake off Jaffar’s damage, but can also easily kill him on the counterattack.

  • Raven tome Mages: Raven tome users such as Robin (M), Lyon, Boey, Sophia, and Performing Inigo are are all strong counters to Jaffar thanks to their Weapon Triangle advantage.

  • Powerful Offensive Units: In opposition to Deathly Dagger and Sweep skills, strong initiators such as Reinhardt, Brave Lyn, Ayra, and Bridal Cordelia can all serve as easy counters to Jaffar.

Weapon Skills
Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Dagger users only.
200 2 7
Deathly DaggerAfter combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. If unit initiated combat, deals 7 damage to foe after combat.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 11
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
200 2
Passive Skills
Passive Skills SP Slot
Life and Death 1Grants Atk/Spd+3. Inflicts Def/Res-3.
Non-inheritable by Staff-wielding units.
50
A
Life and Death 2Grants Atk/Spd+4. Inflicts Def/Res-4.
Non-inheritable by Staff-wielding units.
100
A
Life and Death 3Grants Atk/Spd+5. Inflicts Def/Res-5.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200
A
Threaten Spd 1Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
50
C
Threaten Spd 2Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
100
C
Threaten Spd 3Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 5 ★
Inheritable by all units.
200
C
Other Info
Origin
Fire Emblem: The Blazing Blade

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