Table of Contents

Tier Rating

Analysis by milkyytoast
Julius - Scion of Darkness

Hero Stats

Max Avg Total Stats at Lvl 40
151
HP 38
ATK 35
SPD 27
DEF 16
RES 35

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 16 9 8 3 9
High

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 38 35 27 16 35
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

This unit has no access to IVs.

Skill Sets

The Dark Dragon Descends (Ranged Counter)

Recommended
Loptous A Distant Def 3
Reposition
Alternate: Swap
B Quick Riposte 3
Alternate: Quick Riposte 2
Iceberg C Atk Ploy 3
SP1,885SDistant Def 3

Show Explanation/Analysis
  • Weapon: Loptous
  • Assist: Reposition / Swap / Flexible
  • Special: Iceberg / Glacies
  • Passive A: Distant Def / Atk/Def Bond / Atk/Res Bond / Steady Stance / Warding Stance
  • Passive B: Quick Riposte
  • Passive C: Atk Ploy
  • Sacred Seal: Distant Def

This build seeks to turn Julius into an effective ranged tank. It is distinctive for flat out checking most green and red tome users and being able to survive and counter-KO a fully buffed Quickened Pulse Moonbow Reinhardt -- which is obviously an incredible feat for any red unit.

For Julius’ weapon, it shouldn’t be surprising that his PRF tome, Loptous, is used. The downside of it inflicting dragon weaknesses on him shouldn’t be an issue if he stays away from Falchions, and the -6 Attack it inflicts on any weapon that is not effective against dragons greatly contributes to his magical and physical bulk. When combined with a successful activation of Atk Ploy (which should not be difficult given Julius’ high Resistance and the +3 Res his tome grants him), this gives him a total of 11 points of additional physical bulk and 14 points of additional magical bulk -- a number that can be boosted further by additional skills.

For mixed (physical and magical) ranged baiting, double Distant Def is ideal, further increasing Julius’ soak damage potential against ranged foes. Distant Def is also notable for having no positioning requirements and being effective against all kinds of ranged weaponry, allowing Julius to safely bait an unbuffed neutral Attack Mulagir Brave Lyn as well as a neutral Attack Warrior Princess WF Hinoka. If purely focusing on countering physical foes, Atk/Def Bond can be used instead, upping Julius’ damage output at the cost of tighter positioning restrictions -- for magical foes, Atk/Res Bond is an standout alternative. Steady Stance and Warding Stance also serve similar functions (with no Attack boost). It should be noted that regardless of whether he runs Distant Def, a Bond skill, or a Stance skill, Julius will struggle with Brave Bows and will often be quadded and KO’d due to his low Speed. Against mages, though, Julius still performs extremely well even when he does not stack Resistance increasing skills.

Assists are variable and can be switched to whatever skill suits the team best. Iceberg and Glacies both scale off Julius’ excellent Resistance and thus make for an effective Special -- though Iceberg is preferred because its lower cooldown results in more useful, timely procs that net him key KOs. Quick Riposte grants him guaranteed follow-ups against ranged foes provided they initiate when Julius is in the > or = 70% HP threshold, which helps mitigate his low Speed.

Making Dad Proud [ Despite Being Literally Satan ] (Ploy Boy)

Loptous A Fury 3
Alternate: Resistance +3
Reposition
Alternate: Swap
B Quick Riposte 3
Alternate: Swordbreaker 3
Iceberg C Atk Ploy 3
SP1,725SRes Ploy 3

Show Explanation/Analysis
  • Weapon: Loptous
  • Assist: Reposition / Swap / Flexible
  • Special: Iceberg / Glacies
  • Passive A: Fury / Resistance +3
  • Passive B: Quick Riposte / Swordbreaker / Axebreaker
  • Passive C: Atk Ploy
  • Sacred Seal: Res Ploy / Spd Ploy / Def Ploy

Taking after his father, Arvis, Julius is able to run a double ploy build that heavily debuffs his foes. Though Loptous does not have the same built-in ploy effects as Valflame, it does add to Julius’ overall survivability against magical foes.

Loptous is a straightforward choice, reducing the damage Julius takes from most foes and boosting his ability to activate ploys because of its +3 Res effect. Iceberg and Glacies are obvious choices, dealing massive damage due to scaling off of Julius’ massive Resistance stat. Fury offers Julius a flat +3 to his Attack, Speed, Defense, and Resistance --which not only boosts his offensive prowess but also his survivability due to denying more doubles -- although it does deal 6 damage after combat occurs. Res +3 can also serve a similar function as it helps Julius debuff his foes with his ploys at the cost of not boosting any of his other stats, which may be undesirable if one intends to use him to battle units other than green or red mages.

B slot skills can vary. Quick Riposte makes Julius more effective at battling mages that either match his Speed or outspeed him by allowing him to double on Enemy Phase, while Axebreaker and Swordbreaker grant him follow-ups when initiating on axe or sword units -- although he may struggle with Distant Counter units who can target his fragile Defense.

As for his final skills, Julius will want to run his native Atk Ploy along with another Ploy seal of one’s choosing. Res Ploy is ideal as it directly boost Julius’ damage output when active, though Spd Ploy or Def Ploy may be more effective if he’s to provide team support.

So Wrong Yet So Right (Generalist)

Loptous A Close Counter
Reciprocal Aid B Quick Riposte 3
Alternate: Vantage 3
Iceberg C Atk Ploy 3
SP1,875SClose Def 3

Show Explanation/Analysis
  • Weapon: Loptous
  • Assist: Reciprocal Aid / Dual Rally
  • Special: Iceberg / Glacies
  • Passive A: Close Counter
  • Passive B: Quick Riposte / Vantage / Guard / Renewal
  • Passive C: Atk Ploy
  • Sacred Seal: Close Def

Though more of a novelty than a build that truly and completely plays to Julius’ strengths, Loptous’ effect combined with his ability to activate Atk Ploy against almost every foe he’ll battle makes Julius able to run a Close Counter build. Notably, this build can max out SP cost so that it will score well in the Arena, though only die-hard fans of Julius would likely invest in him to this degree given his free unit status.

The logic behind this build is very simple -- take advantage of the -6 Attack Lopstous afflicts on non-Falchion and non-Naga users as well as a practically guaranteed activation of Atk Ploy to pump up Julius’ Defense against melee foes to decent levels. When taking into account Loptous, Atk Ploy, and Close Def, Julius has 33 Defense, which should generally be enough for him to survive an engagement, especially against dragons. Moreover, since he targets Resistance, many sword and axe users will struggle to engage with him as he will target their lower defensive stat, and his devastating Iceberg or Glacies proc will no doubt be difficult for any unit to weather.

Outside of these skills, this build can greatly vary. Quick Riposte of course grants Julius guaranteed follow-ups when he is attacked, patching up his awful Speed. Vantage alternatively allows him to attack first even when initiated upon, which could catch foes by surprise. His native Guard completely shuts down Special activations from tricky foes like Ayra, Zelgius, and Black Knight (provided he is in the > or = 80% HP threshold), while Renewal offers maximized SP cost along with HP recovery on every second turn, similar to his father’s exclusive skill Recovery Ring.

Reciprocal Aid therefore pairs nicely with Quick Riposte, Guard, and/or Renewal, allowing Julius to either heal himself in a pinch to reactivate the first two skills or heal an ally if he’s not in need of his HP. For Vantage and Arena scoring, though, a Dual Rally may be preferred so that Julius can draw a maximum score and offer his teammates more support.

Introduction

So long as greed lurks in the hearts of men, the dark dragon will make his return… and now joining the fight is the Scion of Darkness, Julius! Featuring a statline similar to his father, Arvis, and the Tomato Prince, Summer Leo (of all people…), Julius initially may seem rather underwhelming due to his low Speed and HP. His unique tome, however, does make him decidedly more compelling. Resulting in -6 Attack from any foe that attacks Julius without a weapon that is effective against dragons, Loptous -- when combined with Julius’ natural Resistance and native Atk Ploy -- results in him having surprisingly decent physical bulk and ludicrous magical bulk. This allows Julius to run builds that accomplish completely different goals: a one-trick pony he is not.

Julius unfortunately does have a few limitations, though. His status as a free reward unit reduces the amount of merges he can attain, lessening his utility in high-level arena play, and also prevents him from possessing IVs. Moreover, with refinery options making Falchion users more popular and powerful than ever, Julius may find himself cornered with little means of escape. Overall, Julius’ niches make him a powerful red tome user with some interesting strengths -- but if one chooses to use him, they will have to be mindful to mitigate his weaknesses.

Strengths

Loptous

Not only is Loptous a PRF tome, raising Julius’ score in the arena, its effect is also quite potent.

It inflicts foes with -6 Attack if they attack Julius without a weapon effective against dragons, which adds to his already impressive magical bulk.

High Resistance

Although Julius’ base HP is reasonably low at 38, his base 35 Resistance is further boosted by Loptous to 38.

This makes Julius an excellent candidate to run Ploys. Moreover, one of his native skills is Atk Ploy, which further boosts his bulk when active.

Good Attack

Featuring 1 more Attack than his father, Arvis, and 3 more Attack than a unit with a similar statline, Summer Leo, Julius is arguably has the most offensive presence out of his competitors.

Combined with his devastating Iceberg/Glacies procs and increased bulk from his tome and Atk Ploy, attacking him could easily prove to be dangerous.

Weaknesses

Terrible Physical Bulk

Although this can be partially mitigated by novelty builds, Julius will struggle to withstand physical attacks, especially from Brave users.

This is especially true if Julius is going against a Falchion user, as they can deal effective damage to him that is not reduced by the Weapon Triangle.

Free Unit Status

While it’s always amazing to get a unit for free, Julius’ status as a Grand Hero Battle unit means that he does not have access to IVs or additional merges.

This further affects his ability to specialize in certain areas and makes him somewhat unsuitable for higher tier arena play.

Team Options

Since Julius primarily struggles with enemies who can target his lower Defense, he is best paired with tanks who can weather a fair amount of physical damage.

  • Red Physical Tanks: Sigurd, Legendary Ike, Zelgius, Black Knight, and Adult Tiki easily soak up damage from physical reds that Julius wants to stay away from. Adult Tiki is particularly notable for being able to check bow users, including Brave Bow Brave Lyn.
  • Blue Physical Tanks: Effie, Fallen Hardin, Winter Robin, Camus, and Lukas fill a similar role. Nowi and Male Kana are, once again, able to check Brave Bow Brave Lyn.
  • Green Physical Tanks: Hector, Valentine Hector, Dorcas, Brave Ike, Fallen Robin, Myrrh, and Fae eat blues for breakfast that Julius does not want to battle.

Counters

While Julius technically can battle magic blues, he naturally prefers to let his allies handle KOing them for him. His paper-thin Defense also does not do him any favors, and he should avoid any unit who can target it.

  • Red Effective Damage Dealers: Marth, Masked Marth, Lucina, Chrom, Exalted Chrom, Alm, and Roy can KO Julius, especially if they double him (which should not be too difficult).
  • Green Effective Damage Dealers: Julia and Deirdre can KO Julius under the right conditions due to the effective damage to dragons they deal, even though he has a weapons triangle advantage over them. Be wary of debuffs, Ploys, and Panic Ploy when engaging them.
  • Strong Archers: Archers carrying Brave bows or that are able to quad Julius with or without support like Brave Lyn, Bridal Cordelia, WF Hinoka, and Halloween Jakob easily shut him down.
  • Strong Blues: Distant Counter Effie, Fallen Hardin, Azura, Brave Lucina, Cordelia, and Shigure hit Julius in his weak Defense and possess a Weapons Triangle advantage over him.
  • Dragons: Nowi, Male Kana, Female Corrin, Adult Tiki, and Young Tiki all possess adaptive damage and are therefore able to also hit Julius in his weak Defense.

Weapon Skills

Weapons SP Rng. Mt.
Flux
Red Tome Users Only
50 2 4
Ruin
Learns by default at 3 ★
Red Tome Users Only
100 2 6
Fenrir
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
LoptousGrants Res+3. Skills with "effective against dragons" are effective against unit. If foe has no skills with "effective against dragons," inflicts Atk-6 on foe during combat.
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
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.)
Unlocks at 4 ★
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
Atk Ploy 1At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action.
Inheritable by all units.
60
C
Atk Ploy 2At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action.
Inheritable by all units.
120
C
Atk Ploy 3At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action.
Unlocks at 4 ★
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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