Table of Contents
- Default
- Attack
- Special
- Injured
| Lucius - The Light |
|---|
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Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 5 | 7 | 2 | 8 |
| Middle | 18 | 6 | 8 | 3 | 9 |
| High | 19 | 7 | 9 | 4 | 10 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 34 | 29 | 26 | 10 | 32 |
| Middle | 37 | 32 | 30 | 13 | 35 |
| High | 41 | 35 | 33 | 17 | 38 |
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 |
|---|---|---|---|---|
Lucius has fantastic Resistance, coupled with decent Attack and Speed for a healer. This opens him up to a lot of offensive options that many of his fellow healers lack.
Boons
- +SPD: A boon in Speed raises Lucius’ Speed to 33, making it harder for mid-tier mages and many PVE units to double him, particularly if he invests further in his Speed with his A slot skill or seal.
- +RES: Lucius’ neutral Resistance is 35 and taking a boon in it allows for him to be a formidable Resistance tank while furthering his ability to activate Ploy skills.
Neutral
- HP: HP helps with his magical tankiness, which is always appreciated. At neutral HP and Resistance, Lucius has to be hit with 72 magical damage to KO him.
- ATK: While it’s possible to raise his Attack further, particularly for his more lethal builds, it isn’t strictly necessary on a healer. If you’re using Lucius as a damage dealer than Speed is a better boon, and if you’re using him as a magical tank then Resistance is preferable.
Banes
-
-DEF: Lucius’ Defense is low enough that he’s not likely to survive many physical engagements in the first place. Reducing it has little impact on his playstyle
Skill Sets
Raymond's Confidant (Offensive Utility)
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Dazzling Gravity+ Alternate: Dazzling Slow+ |
A | Atk/Spd Bond 3 Alternate: Atk/Spd 2 |
|---|---|---|---|
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Recover+ Alternate: Physic+ |
B | Wrathful Staff 3 |
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Miracle | C | Spd Ploy 3 Alternate: Res Ploy 3 |
| SP | 1,730 | S | Res Ploy 3 |
- Preferred IV: +SPD or +RES / -HP or -DEF
- Weapon: Dazzling Gravity+ / Dazzling Slow+
- Assist: Recover / Physic
- Special: Miracle / Imbue
- Passive A: Atk/Spd Bond / Atk/Spd 2 / Speed +3
- Passive B: Wrathful Staff
- Passive C: Spd Ploy / Res Ploy / Odd Atk Wave
- Sacred Seal: Res Ploy / Speed +3 / Distant Def
Lucius is one of the more flexible healers, thanks to his decent Attack and Speed stats, offset by his impressive Resistance. He is capable of hitting his opponent with massive debuffs via Ploy skills and then baiting or attacking them into an advantageous situation. This Lucius should never be attacked, and so his HP and Defense are negligible; his Resistance however, is focused on slightly to improve his chances at landing his important Ploy skills. Speed is generally preferable in the long run, unless you anticipate running up against many opponents with a Res stat higher than 35.
The idea here is to increase Lucius’ Speed and Attack to give him more opportunity to double and do as much damage possible. He won’t be counterattacked due to the Dazzling effect on his staff and if he’s Repositioned away by an ally, he cannot be pursued due to the Gravity debuff on all of his opponents. This utility alone makes him incredible at crowd controlling the enemy team, particularly if up against a highly mobile cavalry team or a team of armor units with Armor March.
Atk/Spd Bond is both a rare skill and difficult to set up properly, but due to healer inheritance limitations, it’s the only significant stat boosting A slot that Lucius can equip. Due to this, he needs an ally near him at all times in order to give him a nice +5/+5 to Attack/Speed, which helps his middling stats very well.
Be careful of using this Lucius against an opponent with Wings of Mercy, of course: if he can’t finish the kill then there’s a chance that his Gravity will be negated due to a dancer with the skill. Otherwise, he’s fantastic at offering your team the space to breathe when confronted by a highly mobile team, and he pairs very well with Player Phase units.
The Frail and Sickly Monk (Enemy Phase Tank)
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Wrathful Fear+ Alternate: Wrathful Slow+ |
A | Atk/Res Bond 3 Alternate: Brazen Def/Res 3 |
|---|---|---|---|
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Recover+ Alternate: Physic+ |
B | Quick Riposte 3 |
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Miracle | C | Res Ploy 3 Alternate: Atk Ploy 3 |
| SP | 1,730 | S | Distant Def 3 |
- Preferred IV: +ATK or +RES / -HP or -DEF
- Weapon: Wrathful Fear+ / Wrathful Slow+
- Assist: Recover / Physic
- Special: Miracle
- Passive A: Atk/Res Bond / Brazen Def/Res / Atk/Res 2
- Passive B: Quick Riposte
- Passive C: Res Ploy / Atk Ploy / Odd Atk Wave
- Sacred Seal: Distant Def / Atk Ploy / Fortress Res
This Lucius disregards his Player Phase utility entirely to work properly in the Enemy Phase, foregoing the Dazzling effect in favor of picking up Quick Riposte. He is lethal to cocky mages who think that healers are easy targets, as this set boasts a Resistance of 46 at neutral- 49 with a boon. Coincidentally enough, his Attack also hits 49, with the added benefit of an Atk Smoke debuff to his attacker and surrounding enemies.
The concept here is simple: debuff your opponent through Res Ploy and then bait out any magical target while counterattacking twice. Lucius will often win duels against the mages due to his sheer hardiness and massive debuff potential.
Like his first set, his Enemy Phase set revolves around having a nearby ally for Atk/Res bond to activate, however this is much easier to set up for an Enemy Phase unit. Brazen Def/Res is his secondary option, which requires him to be damaged before it activates, but offers him a very nice Resistance buff that makes it nearly impossible to drain the rest of his HP through magic-based attacks.
Because many mages are competing in the 40-45 tier of Speed, it’s better to just give up on his Speed entirely in order to pick up Quick Riposte, a skill which will ensure that Lucius hits twice with his impressive damage, vastly increasing his odds of a KO.
When selecting weapons, Slow over Fear is a personal choice: Slow will not benefit Lucius himself much, but is a massive help for his Player Phase teammates. Conversely, Fear will help Lucius himself to tank even further (but will not stack with Atk Ploy if you choose to run that) Fear also may not be as useful for his teammates if they have Player Phase builds. Both of these have higher damage than other staves, such as Gravity or Panic, and can kill, unlike Pain, and so they’re both recommended for a build in which you intend for Lucius to get a KO.
Introduction
Lucius was one of the first healers introduced into Fire Emblem Heroes via a banner, and while he existed for a long time in colorless pitybreaker hell, he’s actually one of the best (if not the best) offensive infantry healers.
With an impressive Resistance stat of 35 and decent Attack and Speed for a healer (32/30 respectively), he comes with an admirable ability to put mages into check and is often able to bait them out so that your other units can come in for the kill- that is, if Lucius himself can’t finish them off first. Unlike some healers, he’s very flexible and can easily fit into many of the playstyles your team needs.
Strengths
Utility
Being a healer gives Lucius remarkable utility in his access to staves
He can heal your team of course, which is a big boon when considering that many popular units prefer Enemy Phase builds and are guaranteed to take some chip damage
His weapon can debuff the enemy team in remarkable ways, with the option of crippling their Attack, Speed, or even their movement
High Resistance
Despite all of the tank-like units coming out in recent times, Lucius still has an impressively high RES stat, with the second highest Resistance in the game (at the time of writing, 3 units have 36 Resistance, and 7, including Lucius, have 35)
He can utilize this to debuff his opponent with Ploys, and he can also bait out threatening mages. It stands to note that Lucius can counter and kill a standard +ATK/Death Blow/Moonbow/Quickened Pulse Reinhardt with nothing but a Resistance Boon and a Wrathful Staff enhancement.
Weaknesses
Horrible Physical Bulk
Lucius’ Defense and HP stats are quite poor, giving him a combined physical bulk of 50 before a bane
Many physical units can outright one-shot him if they catch him without a Miracle proc
Limited Inheritance
Like every other healer in the game, Lucius is limited in what he can and cannot inherit
His lack of offensive Specials is particularly sad, as it prevents him from unleashing a fantastic Iceberg or Glacies
His A slot is similarly limited, with an inability to obtain skills that would benefit him, such as Warding Breath, Swift Sparrow, or Fury
Team Options
Counters
While Lucius is decent at 1v1s where mages are concerned, he falls quite short in other battles.
- Dragons: These units, such as Nowi, Myrrh, and Adult Tiki are an unfortunate massive counter due to them targeting his low Defense.
- Physical Units: Any physical unit with over 50 Attack can one-shot him. There are many units who fall under that category, not the least of which are highly mobile cavalry such as Eldigan, Oscar, and Legendary Ephraim.
- Archers: He is similarly bad at taking fights with archers, including Bridal Cordelia, Brave Lyn, and Takumi.
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Pain+ | A | Close Counter |
|---|---|---|---|
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Martyr | B | Vantage 3 |
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Miracle | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
The game ender. Must have the dazzling staff from weapon refinery to work. Needs a dancer/singer and 2 tanks to be effective. Kite enemys together using your tanks for melee damage and use lucious for magic damage. Heal tanks if needed. Otherwise attack for 24 AOE bypass damage. Use dance and thats 48 AOE damage 2 spaces from target. Take off heal for arena defense. Brave weapons will kill lucious. Enjoy
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Dazzling Pain+ | A | Fortress Res 3 |
|---|---|---|---|
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Rehabilitate+ | B | Cancel Affinity 3 |
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Miracle | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
This build focuses on using Lucius pain+ staff and amazing res. The most important part of this build is the Savage blow C Skill and Sacred Seal. Basically, you do 24 dmg to all enemies within 2 spaces of the target. This might be considrerd a "meme build", but it's really powerful. It doesn't matter that much what his other skills are, but having a Res tank is nice. Miracle is also a very powerful skill. He never has to take any damage, but if he takes a physical hit, he's basically, dead. This let's him live that. Cancel affinity let's him tank those pesky Raven tome users. And rehabilitate is the best healing staff.
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Dazzling Pain+ | A | Attack +3 |
|---|---|---|---|
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Rehabilitate+ | B | Wrathful Staff 3 |
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Kindled-Fire Balm | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
Elimine's Wrath:
IV's: +Atk/-Def
Weapon: Dazzling Pain+
Support: Rehabilitate+
Special: Kindled-Fire Balm
A Skill: Attack +3
B Skill: Wrathful Staff 3
C Skill: Savage Blow 3
Sacred Seal: Savage Blow 3
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Wrathful Pain+ | A | HP +5 |
|---|---|---|---|
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Martyr+ | B | Bowbreaker 3 |
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Miracle | C | Spd Ploy 3 |
| S | Distant Def 3 | ||
Thanks to weapon refinery, Lucius now shines on my team as an excellent offensive, and naturally as a support healer. HP +5 because I don't have access to HP/Res 2, which would further raise his resistance to 37 unmerged neutral. Despite Bowbreaker 3 being there it does NOT mean Lucius should find himself dodging arrows. Bowbreaker 3 just sets up the trap Lucius is by helping him fend off that archer and most likely defeating said archer in retaliation, assuming it isn't Klein or any other Brave Bow user; or Miracle activates, in which case Martyr+ acts now like a Rehabilitate.
Speed Ploy 3 is there thanks for the spare Deirdre summoned trying to get a S!Camilla. Speed Smoke or Threaten Speed work as well in case SP3 isn't available.
As for Lucius SS. That's entirely up to you. DD3 helps him survive archers, thus increasing the odds of activating his trap.
Savage Blow just adds to his Pain+ effect.
Hardy Bearing cancels out any Vantage/Desperate unit.
I'm just sharing my build, which works wonders for me.
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Wrathful Pain+ | A | HP +5 |
|---|---|---|---|
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Martyr+ | B | Escape Route 3 |
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Miracle | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
Oh boy was this an update a buff for Lucius. Pain+ grants him 8 more atk pushing him over the 40 mark. At +10 merge, he's going to have 46 atk, enough to pack one of the hardest Pain hits ever. With the addition of the Savage Blow seal and Pain+'s new effect, Lucius deals 24 effect damage to every unit surrounding the target, with the target taking 10 damage at the same time. All of this doubles if he gets danced. He can cripple an enemy team of armors and Arden stands no chance of survival; Arden, the HP wall of the game. His speed is also amazing, giving him the odds to not get doubled by most units, going to have to be good, because the enemy only needs a paltry 31 atk to kill him if they double. Needless to say that no mage can ever hope to kill him unless they super merge a +atk Delthea, summoner support her, LAD, and then give her Blarblade with horse buffs. His role as a mage lure hasn't changed, however, he now has the ability to destroy many of the games walls with his passive damage, leading into almost any unit that can deal damage to just take over. Once again, Daggers and Bows destroy him if they're doubled, but they have to watch his special, which now doesn't have the -1 debuff Martyr had. Lucius gained unparalleled power with the 2.0 update.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Restricted to units that use a Staff.
|
50 | 2 | 10 |
| Unlocks at 3 ★ Restricted to units that use a Staff.
|
150 | 2 | 3 |
| Unlocks at 5 ★ Restricted to units that use a Staff.
|
300 | 2 | 10 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
HealRestores 5 HP.
|
1 | 50 |
ReconcileRestores 7 HP each to target and this unit.Learns by default at 4 ★ Unlocks at 3 ★ |
1 | 100 |
MartyrRestores HP=7+this unit's suffered damage. Unit heals HP=half suffered damage. Slows Special trigger (cooldown count+1).Learns by default at 5 ★ Unlocks at 4 ★ |
1 | 150 |
Martyr+Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.)
Also restores HP to unit = half suffered damage.
Unlocks at 5 ★ |
1 | 300 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
ImbueWhen healing an ally with a staff, restores an additional 10 HP to target ally.
Learns by default at 4 ★ Restricted to units that use a Staff.
|
50 | 1 |
MiracleIf unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Learns by default at 5 ★ Unlocks at 3 ★ Inheritable by all units.
|
200 | 5 |
Passive Skills
Other Info
| Origin |
Fire Emblem: The Blazing Blade
|
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Fate Grand Order
Dragonball Legends
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Heroes