Table of Contents
- Default
- Attack
- Special
- Injured
| Julius - Scion of Darkness |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 16 | 9 | 8 | 3 | 9 |
| High |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
This unit has no access to IVs.
Skill Sets
The Dark Dragon Descends (Ranged Counter)
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Loptous | A | Distant Def 3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Iceberg | C | Atk Ploy 3 |
| SP | 1,885 | S | Distant Def 3 |
- 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)
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Loptous | A | Fury 3 Alternate: Resistance +3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Quick Riposte 3 Alternate: Swordbreaker 3 |
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Iceberg | C | Atk Ploy 3 |
| SP | 1,725 | S | Res Ploy 3 |
- 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)
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Loptous | A | Close Counter |
|---|---|---|---|
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Reciprocal Aid | B | Quick Riposte 3 Alternate: Vantage 3 |
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Iceberg | C | Atk Ploy 3 |
| SP | 1,875 | S | Close Def 3 |
- 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
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.
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Loptous | A | Warding Stance 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Iceberg | C | Atk Ploy 3 |
| S | Distant Def 3 | ||
This is more or less a build for people who need someone who is flat out immune to magic because this build will make Emmy magic users go through hell trying to take Julius down he can even take very little damage from units such as Lilliana and sanki with out much pain and quick riposte is there to help the massacre go along faster.
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Loptous | A | Darting Stance 3 |
|---|---|---|---|
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Draw Back | B | Dull Ranged 3 |
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Iceberg | C | Res Smoke 3 |
| S | Distant Def 3 | ||
Merge: +2
Seal: Distant Def/Quick Riposte
A alt: Spd/Def Bond or Spd/Res Bond
--
A really unconventional ranged build that is tailored to fit alongside my core team's Drive Spd featuring Marth. With Marth's Falchion and Drive Spd, and at least one more supporter, Julius will reach 42+ spd on enemy phase. The idea here is that he will bait a ranged unit and get Iceberg charged and res smoke set up to close in on the next player phase with a very painful 19+ Iceberg proc ready to go. Additional spd support isn't too hard to achieve as my playstyle doesn't particularly allow for overreaching in PvP anyways.
*Spd/Def or Spd/Res bond could also work and give him more player phase flexibility, I forgot those skills exists because they're so absurdly rare
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Loptous | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Vantage 3 |
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Glacies | C | Atk Ploy 3 |
| S | Heavy Blade 3 | ||
This build is to make Julius a glacies cannon. Loptous' unique effect of attack -6 on nearly all units combined with his relatively high attack and great resistance makes him perfect for heavy blade in the A or S slot. With his tome's effect he has 55 attack for the heavy blade check and if the unit is ployed this goes up to 60, which means mot units wont have a chance at stopping the reduced cooldown. Glacies will add 33-34 damage, depending on merges, to his attack which is enough to erase some units with lower HP and enough to help him one shot bulkier units if their resistance is low enough. The fury is to boost his attack and res, but this skill is flexible and could be replaced with Distant Defense, Mirror Strike, or fortress res if you want glacies to do even more damage. Vantage is flexible as well.
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Loptous | A | Distant Def 3 |
|---|---|---|---|
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Draw Back | B | Guard 3 |
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Iceberg | C | Atk Ploy 3 |
| S | Quick Riposte 3 | ||
There are a lot of Distant Defense builds, but I like running it only in the A-slot. My reasoning for this is that with Attack Ploy, Loptous, and one DD he already gets up to essentially 55 resistance. That's more than enough to allow Julius to run QR in the S-slot, and his native Guard in the B-slot. The advantage of running Guard is obvious--he avoids special activations from mages that would otherwise not hurt him, which I value over a potential 61 resistance (overkill).
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Loptous | A | Darting Blow 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Glacies | C | Atk Ploy 3 |
| S | Speed +3 | ||
This build is perfect for player and enemy fase. In your turn, with darting blow and the speed +3 seal, Julius will have 36 speed, being able to attack twice to many enemies, and with his great attack, he should be able to defeat them, including so many blue units. In enemy fase, he would be able to face any mage in the battlefield, with Loptous and attack ploy reducing a total of 11 of enemy's attack, and Julius with natural 38 resistance he is going to receive too low damage. And, if he has great HP, he would be able to attack twice, because he has Quick Risposte ability. Also, he would be able to resist physical attacks if he is not doubled (with 30 speed in enemy phase, a enemy would need 34 or more speed to do that). For special attack, Glacies is the best option, increasing damage dealt by 80% of resistance (resulting in a +30 damage, virtually killing any enemy on the battlefield).
With this build, and if you are careful, the only counters for Julius would be physical blue units with distant counter and Deirdre and Julia with his book of Naga.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Red Tome Users Only
|
50 | 2 | 4 |
| Learns by default at 3 ★ Red Tome Users Only
|
100 | 2 | 6 |
| Learns by default at 4 ★ Unlocks at 3 ★ Red Tome Users Only
|
200 | 2 | 9 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
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 |
|---|---|---|
| Inheritable by all units.
|
50 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
| Inheritable by all units.
|
60 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Genealogy of the Holy War
|
|---|
Banners Featured In
None

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