Table of Contents
- Default
- Attack
- Special
- Injured
| Jaffar - Angel of Death |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 6 | 8 | 5 | 4 |
| Middle | 17 | 7 | 9 | 6 | 5 |
| High | 18 | 8 | 10 | 7 | 6 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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)
![]() |
Deathly Dagger (+Eff) | A | Life and Death 3 |
|---|---|---|---|
![]() |
Reposition | B | Chill Def 3 Alternate: Desperation 3 |
![]() |
Moonbow | C | Odd Atk Wave 3 |
| SP | 1,445 | S | Spd Smoke 3 |
-
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 |
| SP | 1,385 | S | Savage Blow 3 |
-
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
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.
![]() |
Deathly Dagger (+Atk) | A | Life and Death 3 |
|---|---|---|---|
![]() |
Swap | B | Poison Strike 3 |
![]() |
Moonbow | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
Health Remover: Deathly Dagger plus Posion Strike 3 causes a massive 20 HP chip damage to the target, combined with the Savage Blow 3 C passive and Sacred Seal causing nearby foes lose 24 HP, while also dropping their defense and resistance. Using Life and Death 3 and Moonbow is recommended because Jaffar would need to deal as much damage as possible before retreating and letting allies finish off the heavily wounded foes. Or After use dance/sing on him to let him cause even more damage.
![]() |
Deathly Dagger | A | Life and Death 3 |
|---|---|---|---|
![]() |
Reposition | B | G Tomebreaker 3 |
![]() |
Draconic Aura | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
IVs: +Atk/+Spd, -HP/Def/Res
With the weapon refinery, Jaffar finally gets a pair of daggers worthy of his name, though perhaps not his title as a strict angel of death. Instead, he becomes the Angel of Chip Damage, with his new daggers, dealing 10 damage to target and foes within 2 spaces of target. Not only that but he also inflicts Def/Res-7 on his target, and can avoid counterattacks from magic users completely, allowing him to effortlessly tear through popular tome users and dragons.
The idea here is to maximize it so that he tears a given team to shreds with the sheer amount of chip damage his weapon provides. In this case, G tomebreaker in his B slot will allow him to guarantee doubles on whatever green mage he attacks, in the process securing the kill. With that in mind, so long as the mage is close enough to their team, their team gets a full 10 initial chip damage from the daggers, and 7+7 damage from both the C skill and the seal, leaving each affected opponent with 24 HP gone. This effectively shuts down the bulk of blade tomes teams who are reliant on sticking together, and can similarly heavily weapon emblem teams that often group up.
Draconic Aura is run simply for being a reliable special for Jaffar, and depending on what mages are more of a problem for your team, G tomebreaker can be exchanged for its red and blue counterparts respectively.
![]() |
Deathly Dagger | A | Life and Death 3 |
|---|---|---|---|
![]() |
Draw Back | B | Windsweep 3 |
![]() |
Moonbow | C | Threaten Spd 3 |
| S | Phantom Spd 3 | ||
With the special upgrade for Deathly Dagger, not only does it get additional might, built-in Poison Strike 3, and spread this effect to foes within 2 spaces of target, it also prevents foes using magic from counterattacking. Adding Windsweep to the build makes physical units unable to counter him as well, so now, though he will no longer perform a followup attack when initiating, he can only be countered by stave and Lightning Breath users.
![]() |
Deathly Dagger | A | Life and Death 3 |
|---|---|---|---|
![]() |
Pivot | B | Windsweep 3 |
![]() |
Moonbow | C | Spd Smoke 3 |
| S | Atk Smoke 3 | ||
Before I go into too much detail, the Weapon Refinery allows Jaffar to upgrade his Deathly Dagger to 1 Mt 14 weapon with the effect "after combat, deals 10 damage to target and foes within 2 spaces of target. Also inflicts Def/Res-7 through their next actions. Foes using magic cannot counterattack."
With this build, Jaffar will have an attack of 45 (26 base + 14 weapon + 5 L&D) and a speed of 41 with a Speed Boon (36 base + 5 L&D).
Jaffar is effectively a unit that will cripple the entire enemy army in one go with a total of -7Atk/Spd/Def/Res and -10 HP to his target and foes within 2 spaces. Additionally, he cannot be countered by magic, nor by any sword, lance, or axe units with Distant Counter, nor bows and dagger units if he activated Windsweep 3 (must have a higher Spd stat than his opponent). The only units capable of attacking him are non magic units with 41+ spd AND Distant Counter and Dragons with Distant Counter.
His support skill, bane, and Special are flexible. I chose Pivot to possibly allow Jaffar a better escape option if he needs it, but this one is up to user preference. I gave Jaffar Moonbow just so he can tack on any damage possible as consistently as possible; Jaffar's goal isn't to KO the enemy, he only needs to attack so that he activates the abilities on his weapon, Speed Smoke, and Attack Smoke. For this reason, you aren't looking to give Jaffar any killing power, so it's wise to value consistency here.
![]() |
Deathly Dagger | A | Bracing Blow 2 |
|---|---|---|---|
![]() |
Reciprocal Aid | B | Poison Strike 3 |
![]() |
Luna | C | Savage Blow 3 |
| S | Resistance +3 | ||
The frustrating issue with windsweep and watersweep is that it removes the oppurtunity to add powerful debuff abilities such as poison strike. This set seeks to alleviate that. With a def boon, a res seal, and bracing blow, Jaffar will be initiating with 33 def and 29 res, allowing him to survived combat and dish out a guarunteed 17 damage and -7 def/res. This can soften up even the bulkiest units to be finished off by a melee unit.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Dagger users only.
|
50 | 2 | 3 |
| Dagger users only.
|
100 | 2 | 5 |
| Dagger users only.
|
200 | 2 | 7 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 2 | 11 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Blazing Blade
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes