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Table of Contents

Tier Rating

Analysis by lordhelpme
Lugh - Anima Child

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
156
HP 37
ATK 35
SPD 36
DEF 17
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 4 11 3 6
Middle 18 5 12 4 7
High 19 6 13 5 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 32 33 13 28
Middle 37 35 36 17 31
High 41 39 39 20 34

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

Assets

  • +SPD: Resting at a strong base value of 36, Lugh’s Speed stat is quite good and makes for an excellent choice of Asset to solidify his ability to reliably deny and perform follow-up attacks against opposing foes. 
  • +ATK:  He can also make particularly effective use of his four-point Attack Asset to bump himself up to a formidable 39/36 offensive stat spread and heighten his raw damage potential substantially, with this being an especially powerful option when utilizing builds that revolve around his ability to consistently OHKO his opponent. 
  • +RES: If aiming to capitalize on his ability to utilize his default tome, a Resistance Asset can be a worthwhile option to consider to augment his anti-mage capabilities. In any other scenario, however, it will be best to simply leave this stat untouched as he will appreciate the boost to his offensive stats more. 

Neutral

  • HP: Lugh generally prefers to keep his HP stat intact as to not detract from his respectable magical bulk, however, an HP Flaw can be a decent option nonetheless to let him reach the HP threshold of skills such as Desperation much more easily. 

Flaws

  • -DEF: Simply put, Lugh’s base Defense stat of 17 is abysmal and well past the point of redemption, making for his ideal choice of Flaw as lowering it further will hardly impact his overall performance due to his physical durability already being quite poor. 

Skill Sets

Rampant Gale (Offensive Nuke)

Recommended
Gronnblade+ A Atk/Spd Solo 3
Alternate: Fury (3 or 4)
Rally Up Res+ B Desperation 3
Glimmer
Alternate: Draconic Aura
C Even Atk Wave 3
Alternate: Spd Ploy 3
SP1770SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -DEF
  • Weapon: Gronnblade+ 
  • Assist: Rally Up Res+ / Reposition / Ardent Sacrifice / Flexible
  • Special: Glimmer / Draconic Aura
  • Passive A: Atk/Spd Solo / Swift Sparrow / Death Blow / Fury
  • Passive B: Desperation 
  • Passive C: Even Atk Wave / Spd Ploy / Res Ploy / Flexible
  • Sacred Seal: Heavy Blade / Darting Blow / Even Def Wave / Atk/Spd 2 / Speed +3 / Attack +3

Lugh’s exceptional offensive stat spread enables him to make good use of a standard Blade tome build to maximize his damage output and attain an incredibly high offensive ceiling. However, although this build can be extremely potent under the proper circumstances, it should be noted that Lugh will, in turn, be exceedingly reliant on team support to function properly, though this should usually not be too much of a hindrance as most team compositions utilize buffing skills such as Hone Spd regardless. Assets to his Attack and Speed stats will be his ideal choice of IVs to further augment his offensive capabilities with a Speed Asset being slightly preferable to allow him to more reliably perform follow-up attacks, but both are ultimately great options nonetheless. 

For his Assist, his native Rally Up Res+ should be kept if aiming to elevate his Arena scoring or to grant him some additional utility as a buffer, though Ardent Sacrifice is a noteworthy alternative that can be considered to instantly drop him into Desperation’s HP threshold without relying on his ability to tank a hit. Movement Assists such as Reposition are good options as well that may even be preferable depending on personal preference. 

Glimmer is an excellent choice of Special that scales extremely well with the additional damage granted by Gronnblade’s effect, in addition to boasting a relatively low cooldown that allows him to activate it frequently; it also has the additional benefit of pairing quite nicely with the Heavy Blade seal to ensure its activation in his first round of combat, provided that he performs a follow-up attack and his opponent counterattacks. Alternatively, Draconic Aura can be taken to provide Lugh with a much stronger (and at times, consistent) damage boost than Glimmer upon Special activations in exchange for possessing longer cooldown, however, this can easily be circumvented with the use of the Heavy Blade seal as well. 

Atk/Spd Solo grants Lugh a massive increase to his offensive capabilities, offering him a formidable +6/+6 in-combat boost without detracting from his overall bulk or requiring additional set-up, and comes with an easy-to-meet activation requirement to boot. Given the fact that this is an incredibly rare skill, though, Swift Sparrow may also be taken to similarly enhance his offensive potential on initiation. Particularly if making use of an Attack Asset, Death Blow is a powerful option that lends itself well to an OHKO-dependent playstyle and can be considered should one wish to maximize the effects of his four-point Asset in this stat. On a budget or if aiming to invest as little in Lugh as possible, Fury makes for an acceptable substitute that simultaneously improves his damage output, ability to perform and deny follow-up attacks, and his overall bulk. 

Desperation is an indisputably crucial component of this build that is necessary to ensure Lugh’s ability to engage in extended rounds of combat, allowing him to unleash successive, powerful hits against his foe without having to worry about being killed in retaliation. For his C slot, Wave skills such as Even Atk Wave and Even Def Wave (which is fortunately also available as a seal) are especially effective options that enable Lugh to be much more self-sufficient and less reliant on team support to function. Lugh’s good base Resistance stat of 31 is reasonable enough such that he can reliably make use of Ploys as well, with Spd Ploy and Res Ploy being the most notable of which with this build. Otherwise, feel free to use any skill that suits his team’s needs here. Finally, Lugh has several different options to choose from for his seal such as the aforementioned Heavy Blade or Even Def Wave seals, as well as the Darting Blow, Atk/Spd 2, and Speed +3 seals to reinforce this build’s offensively oriented playstyle. 

Sky Arrow (Budget Anti-Mage)

Gronnserpent+ (+Spd)
Alternate: Gronnserpent+ (+Res)
A Mirror Stance 2
Rally Up Res+ B Quick Riposte 3
Alternate: Quick Riposte 2
Iceberg
Alternate: Moonbow
C Atk Smoke 3
Alternate: Spd Ploy 3
SP1140SDistant Def 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK or +RES / -DEF
  • Weapon: Gronnserpent+ (+Spd/Res) 
  • Assist: Rally Up Res+ / Flexible
  • Special: Iceberg / Glacies / Moonbow 
  • Passive A: Mirror Stance 
  • Passive B: Quick Riposte 3 / Quick Riposte 2 / Guard / Atk Feint 
  • Passive C: Atk Smoke / Spd Ploy / Flexible
  • Sacred Seal: Distant Def / Atk/Spd Bond / Quick Riposte

This is a relatively budget-friendly build that aims to capitalize on the use of Lugh’s native weapon, Gronnserpent, and transform him into a competent check to opposing mages in the Enemy Phase. Accordingly, in addition to Assets to his Attack or Speed, a Resistance Asset is a good option as well to reduce the amount of damage he receives from such foes. The refine taken on his weapon should ultimately be correspondent with Lugh’s chosen set of IVs -- that is, if working with a Resistance boon, take a Resistance refine, but if working with any other, then a Speed refine will be his best choice. 

His Special choice is mostly up to personal preference with his most noteworthy option being Iceberg, scaling well with this build’s focus on stacking his Resistance as well as having low enough cooldown such that he will generally be able to activate it somewhat frequently. Should one favor raw damage over consistency, Glacies similarly scales with Lugh’s high Resistance stat but offers him a much stronger damage boost than Iceberg -- conversely, though, it possesses a much higher Special cooldown and is unlikely to activate more than once throughout the course of a given battle. Alternatively, Moonbow can be taken to ensure that Lugh will be able to consistently activate his Special in every single round of combat, requiring only that he can counterattack and subsequently perform a follow-up attack. 

Lugh’s native Mirror Stance synergizes perfectly with this build’s defensively oriented playstyle, granting him with a substantial boost to his raw damage output and magical resilience simultaneously in the Enemy Phase, and makes for his ideal choice of A slot skill. Quick Riposte is of the utmost necessity here, as any kind of Speed stacking with this build is meant purely to prevent follow-up attacks from his opponents rather than to enable Lugh to perform them. However, the choice of whether to utilize it in his B slot or as his chosen seal will ultimately boil down to a matter of personal preference -- keeping it in his B slot allows him to use the Distant Def or Atk/Spd Bond seals to heighten his combat prowess in the Enemy Phase to even further extents, whereas utilizing it as his seal slot opens his B slot to other noteworthy options such as Guard and his native Atk Feint. Guard is an incredibly effective skill that lets him shut down opposing mages who rely on frequent Special activations to deal massive chunks of damage while Atk Feint benefit from a substantial boost to his raw survivability through its devastating -7 Attack debuff on all foes in his cardinal directions, though do keep in mind that this does come at the cost of wasting either his or an ally’s turn in addition to requiring that one of them run a Rally skill as their chosen Assist. 

Lugh’s C slot is flexible and can be filled in with any skill that best suits her allies' needs. That being said, Atk Smoke is an excellent candidate of note that serves to bolster his ability to tank multiple foes in one Enemy Phase, granting him much greater survivability. Ploy skills such as Spd Ploy remain good options as well to improve both his and his team’s overall performance. 

Introduction

The perfect foil to his notoriously edgy twin brother Raigh, Lugh enters the battlefield as a green infantry mage with a statline strongly inclined towards dealing damage. Boasting a fantastic offensive stat spread of 35/36, he inherently possesses quite formidable offensive capabilities, performing exceptionally well when equipped with a Gronnblade. Additionally, he also totes a rather solid Resistance stat, resting at a moderate base value of 31, allowing him to make good use of Ploys and specialize as a dedicated anti-mage unit if so desired. Combined with his access to a variety of different weapons and skills, Lugh’s statline enables his role in any given team to be quite versatile depending on what one needs of him. 

However, Lugh’s strong focus on his offenses and magical bulk has unfortunately left him with incredibly poor physical bulk -- at a low base value of 54, it is absolutely imperative that he is kept out of reach from physical damage dealers and dragonstone users, being left entirely reliant on skills such as Desperation to avoid otherwise lethal counterattacks from opposing Distant Counter users. Furthermore, while his statline is overall quite solid, he still faces an immense amount of competition from many other offensively oriented green mages who, thanks to the sheer power and utility of their unique personal weapons and/or superior mobility, leave Lugh falling flat in comparison -- units like Lewyn, Nino, Sonya, and Gunnthrá can all easily outperform Lugh offensively while requiring much less team support to fulfill their respective roles. Nonetheless, Lugh is still an overall solid unit and can perform satisfactorily when properly invested in and supported. 

Strengths

Strong Offenses

Lugh’s powerful offensive stat spread of 35/36 grants him incredible combat prowess, enabling him to easily perform as an exceptional source of damage output when properly supported. 

Good Resistance

Sitting at a reasonable base value of 31, Lugh’s good Resistance stat allows him to make good use of Ploys and Resistance-scaling Specials. Furthermore, it also grants him the flexibility of being able to capitalize on it to function as a competent anti-mage, especially when equipped with his default tome. 

Versatile

Thanks to his unique stat distribution and access to a wide array of skills as an infantry unit, Lugh can run an assortment of different builds effectively and be quite flexible in the way that he functions in any given team. 

Weaknesses

Low Physical Bulk

Lugh’s low physical bulk of 54 makes him incredibly susceptible to any kind of physical damage, leaving him at risk of being OHKO’d outright by opposing Distant Counter users in addition to dragonstone users who will always target his low Defense stat. 

Heavy Competition

Joining the already bloated pool of green mages, Lugh faces extremely stiff competition for a slot on any given team. Although his excellent offensive stat spread does help differentiate him somewhat, his lack of a unique personal weapon or superior mobility makes it difficult to recommend using him over a plethora of other green mages who can provide a similar offensive presence while requiring much less team support to function properly. 

Weapon Skills

Weapons SP Rng. Mt.
Wind
Green Tome Users Only
50 2 4
Elwind
Green Tome Users Only
100 2 6
GronnserpentIf foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Green Tome Users Only
200 2 8
Gronnserpent+If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Green Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally ResistanceGrants Res+4 to an adjacent ally until the end of the turn.
Learns by default at 5 ★
1 150
Rally Up ResGrants Res+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. 1 300
Rally Up Res+Grants Res+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
1 400

Passive Skills

Passive Skills SP Slot
Warding Stance 1Grants Res+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
50
A
Mirror Stance 1Grants Atk/Res+2 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
120
A
Mirror Stance 2Grants Atk/Res +4 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Atk Feint 1If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
60
B
Atk Feint 2If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
120
B
Atk Feint 3If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions.
Inheritable by all units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: The Binding Blade

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