Table of Contents

Tier Rating

Analysis by Cecil
Jamke - Prince of Verdane

Hero Stats

Max Avg Total Stats at Lvl 40
152
HP 38
ATK 36
SPD 32
DEF 29
RES 17

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low
Middle 16 8 10 7 4
High

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low
Middle 38 36 32 29 17
High

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

Jamke does not have access to Boons or Banes.

Skill Sets

Offensive (Brave Bow)

Recommended
Brave Bow+ A Death Blow 4
Alternate: Death Blow 3
Draw Back
Alternate: Rally Def/Res
B Chill Def 3
Alternate: Cancel Affinity 3
Moonbow
Alternate: Glimmer
C Atk Tactic 3
Alternate: Odd Atk Wave 3
SP2,070SQuickened Pulse

Show Explanation/Analysis
  • Weapon: Brave Bow+

  • Assist: Draw Back / Rally Def/Res

  • Special: Moonbow / Glimmer

  • Passive A: Death Blow / Life and Death / Atk +3

  • Passive B: Chill Def / Cancel Affinity

  • Passive C: Atk Tactic /Odd Atk Wave/ Spur Def/Res

  • Sacred Seal: Quickened Pulse / Heavy Blade

Thanks to his high base Attack of 36, Jamke is a perfect fit for a standard Brave Bow set. This build is reasonably cheap to obtain (with the exception of Chill Def) and will perform well against the vast majority of units in the game. This set is designed to have Jamke initiate into foes, triggering a fast-charging Special and allowing him to maximize his damage over one turn.

The Brave Bow is the  ideal weapon for Jamke, allowing him to strike twice while ignoring his average Speed. The rest of the skills chosen in this build are done so to complement the Brave Bow’s special two-hit property. Death Blow applies twice to Jamke’s attacks and gives him a large boost in raw damage. Chill Def is the same, but it balances its unwieldiness with the ability to debuff foes for allies. Glimmer is the Special of choice, but if you’re swapping in Cancel Affinity for Chill Def, Moonbow becomes the stronger option. Quickened Pulse lets Jamke trigger either Special in the first Attack. Heavy Blade has the same effect, but may not trigger depending on the foe’s Attack stat.

Finally, his Assist and C slot skill depend on the kind of allies Jamke has. Draw Back and Atk Tactic are great choices if he’s paired up with other offensive units. Draw Back lets Jamke retreat allies from harm’s way and Atk Tactic provides powerful buffs. However, Rally Def/Res and Spur Def/Res are excellent choices when alongside tanks such as dragons or armored units. He can make good use of Odd Atk Wave, but doing so will limit his opportunities to attack.

Offensive (Budget AA)

Slaying Bow+ (+Atk)
Alternate: Slaying Bow+ (+Spd)
A Death Blow 3
Alternate: Fury 3
Draw Back
Alternate: Rally Def/Res
B Swordbreaker 3
Alternate: Bowbreaker 3
Glimmer
Alternate: Moonbow
C Hone Atk 3
SP1,325SQuickened Pulse

Show Explanation/Analysis
  • Weapon: Slaying Bow (+Atk) / Slaying Bow (+Spd)

  • Assist: Draw Back / Rally Def/Res

  • Special: Moonbow / Glimmer

  • Passive A: Death Blow / Fury

  • Passive B: Swordbreaker / Bowbreaker / Cancel Affinity

  • Passive C: Hone Atk

  • Sacred Seal: Quickened Pulse

With his default weapon, the Slaying Bow, Jamke can function well as a unit within Arena Assault. His high Attack means he can slay Fliers with ease, and being colorless helps a great deal in making him reliable in this regard. This set’s purpose is to eliminate Fliers as well as other threats as determined by Jamke’s B slot skill.

Slaying Bow is the weapon of choice, allowing Jamke to have a Special immediately ready when the match begins (in conjunction with Quickened Pulse). His bow is best when refined with Attack, although Speed can help him in a few situations and is just as good as Attack if Jamke carries Fury. Moonbow is superior to Glimmer as it lets Jamke chunk non-Fliers much more strongly than Glimmer. The latter is still a good alternative, and is great in PvE modes where enemy Fliers have inflated HP.

Death Blow is Jamke’s best bet offensively, and works well even at level 3. Fury is a decent choice, giving Jamke some much-needed Speed and making him harder to KO with Distant Counter. Jamke’s B Slot skill is entirely dependent on preference, but Swordbreaker will let Jamke double and KO high-Speed swords. Bowbreaker lets him beat a different set of enemies, and Cancel Affinity helps Jamke out vs. rare Raven tome users.

Draw Back is great for adjusting team positions on the field and keeps Jamke safely behind someone when used. But a Rally Skill such as Rally Def/Res lets Jamke support allies with defensive buffs, making him useful even when he’s not directly attacking. Hone Atk is a cheap and effective C slot skill that lets Jamke boost the power of nearby allies.

Introduction

Hailing from Fire Emblem: Genealogy of the Holy War, Jamke is an ally who turns bow against country to stop a war. The youngest prince of Verdane appears as a colorless bow user and is the reward for clearing the Jamke Grand Hero Battle. Jamke immediately stands out as an offensive unit due to his high base Attack, which he couples with decent Speed and a surprisingly good Defense.

His offensive statline of 36/32 Attack and Speed set him immediately apart from other F2P archers such as Fallen Takumi, New Year’s Corrin(M) and Clarisse. In fact, at the time of writing, he has the highest base Attack of all archers (although other units can get more Attack with a boon). However, he is a standout F2P unit for this reason and one of the few good offensive units available to free players.

Despite this, Jamke’s F2P status is more of a curse than a blessing. As a Grand Hero Battle reward, Jamke cannot obtain boons or banes, and he has a very limited amount of merges compared to other units. These weaknesses make Jamke a poor investment for high-end players, although beginners will find value in promoting him to 5 stars and giving him inherited skills. But ultimately, there are many other archers who can do Jamke’s job better, through stats, skills, or merges.

Strengths

Solid base Attack of 36.

Jamke’s signature strength is his great base Attack stat of 36. It makes him a excellent choice for a Brave Bow build when coupled with skills like Death Blow, and also means that Jamke scales well when hitting Fliers due to the 1.5x Attack multiplier. His Speed is only 32, meaning Jamke relies mostly on his Attack to finish off foes.

Fairly good Defense for an Archer.

Jamke is one of a handful of archers with decent defense, and at 29 he can boast being able to tank some strong physical hits. He’s also got a reasonable base 38 HP to round out his physical Defense. He’s got enough bulk to Attack tanks and survive their counterattacks, but will have to watch for fast-charging Specials like Glimmer and Moonbow.

Weaknesses

Poor Resistance.

At base 17, Jamke has an abysmal Resistance stat. He finds it incredibly tough to tank hits from magical units, and those with enough Speed to get a follow-up Attack will easily KO Jamke. He is also very susceptible to Ploy skills, sometimes wielded by high-Resistance fliers or mages. However with his Brave Bow set, Jamke can initiate combat into mages and KO them before they can counterattack.

Limited by merges and lack of access to boon/bane.

As a Grand Hero Battle reward, Jamke has a very limited amount of available merges, and cannot get boon/bane sets to further optimize his stats. Even though he has the highest base Attack among archers, others can exceed him with a boon.

Team Options

Jamke’s status as an offensive unit is the biggest factor in determining suitable teammates. Most of all, he enjoys Attack buffs as well as support from dancers to round out his weaknesses. Jamke’s low Resistance makes it tough for him to attack into dragons, who can hit him back on the lower of his defensive stats.

  • Dancers: Giving Jamke a second attack turn often lets him secure an additional KO. Olivia, Azura, Bridal Ninian, Performing Azura, and Performing Inigo are examples of good supportive allies for Jamke.

  • Offensive Buffers: With a Brave Bow, Jamke essentially gets double the value from Attack buffs he receives. Eirika and Ephraim are typical buffers, but anyone with Atk Tactic, Hone Atk, or Drive Atk can provide buffs for Jamke.

  • Anti-Dragons: Jamke struggles against dragons, who can tank his attacks and hit him back on his weak Resistance. Legend Marth, Julia, Deirdre, Adult Tiki, Young Tiki, and Lucina are examples of strong anti-dragons.

Counters

Any unit that can survive Jamke’s initial attack and hit him back, or who can outrange and KO him are threats. Cavalry Mages can do this and depending on their build, can cleanly OHKO Jamke before he can get within attack range. He lacks the power to punch through various armored units as well as dragons who can exploit Jamke’s low Resistance.

  • Armor: Although Jamke can circumvent Wary Fighter with his Brave Bow, he is unlikely to pierce their defenses with just one attack turn. Many carry Steady or Warding Breath and can KO Jamke with a Special and Distant Counter. Effie, Zelgius, Brave Ephraim, Brave Hector, Amelia, Winter Chrom, and Gwendolyn can all wall and eliminate Jamke.

  • Dragons: Jamke fears dragons, who can also survive his attacks and can retaliate with magic attacks. Some dragons also carry Ploy skills and can neuter Jamke from across the map. Nowi, Corrin(F), Adult Tiki, Young Tiki, Fallen Robin(M), and Legendary Robin(F) can eliminate Jamke easily.

  • Cavalry Mages: Horse-borne mages can outrange and outmaneuver Jamke on many maps. The presence of Reinhardt, (SM)Eirika, Gunnthra, Olwen(WoT), L’Arachel, Ursula, Leo, and Cecilia can limit Jamke’s offensive options during a match.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 3 ★
Only Inheritable by Bow users.
100 2 6
Slaying BowEffective against flying units. Accelerates Special trigger (cooldown count-1).
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 8
Slaying Bow+Effective against flying units. Accelerate Special trigger (cooldown count -1)
Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
AstraBoosts damage dealt by 150%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Heavy Blade 1If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Non-inheritable by Staff-wielding units.
60
A
Heavy Blade 2If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Non-inheritable by Staff-wielding units.
120
A
Heavy Blade 3If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
240
A
Cancel Affinity 1Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills.
Excludes Tome and Staff Users
50
B
Cancel Affinity 2Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated.
Excludes Tome and Staff Users
100
B
Cancel Affinity 3Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.
Unlocks at 4 ★
Excludes Tome and Staff Users
200
B

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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