Table of Contents
- Default
- Attack
- Special
- Injured
| Lukas - Sharp Soldier |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 8 | 4 | 9 | 3 |
| Middle | 19 | 9 | 5 | 10 | 4 |
| High | 20 | 10 | 6 | 11 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 42 | 32 | 19 | 35 | 13 |
| Middle | 45 | 35 | 22 | 38 | 17 |
| High | 48 | 38 | 25 | 41 | 20 |
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 |
|---|---|---|---|---|
Boons
-
+DEF: A boon in Defense adds to Lukas’ already exceptional ability to tank physical hits while providing additional damage to Defense scaling Specials such as Bonfire and Ignis.
-
+ATK: Raising Attack is always helpful, as it will increase Lukas’ raw damage output in both Player and Enemy Phase.
Neutral
-
HP: Although raising HP isn’t a priority, it’s best to keep it intact. Not only does it add to Lukas’ overall bulk, it also helps him utilize skills such as Infantry Pulse and Panic Ploy.
Banes
-
-SPD: Speed is the best bane that Lukas can receive, as it is too low to effectively utilize regardless of build.
- -RES: Dropping Lukas’ Resistance is another solid option, as further lowering his already low value won’t affect his performance.
Skill Sets
THE WALL (Enemy Phase Bruiser)
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Slaying Lance+ (+Def) | A | Steady Breath Alternate: Steady Stance 4 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire Alternate: Ignis |
C | Infantry Pulse 3 |
| SP | 1,605 | S | Atk/Def Bond 3 |
-
Preferred IV: +DEF or +ATK / -SPD or -RES
-
Weapon: Slaying Lance+ (+Def)
-
Assist: Reposition / Swap
-
Special: Bonfire / Ignis
-
Passive A: Steady Breath / Steady Stance / Fortress Defense
-
Passive B: Quick Riposte / Guard
-
Passive C: Infantry Pulse / Panic Ploy / Flexible
-
Sacred Seal: Atk/Def Bond / Close Defense / Quick Riposte / Quickened Pulse / Panic Ploy
Since this build is heavily centered around Enemy Phase combat, Attack and Defense are the choice boons to take in order to maximize Lukas’ raw damage output as well as his physical resilience. Slaying Lance pairs well with this playstyle, as its cooldown acceleration will allow Lukas to activate his devastating Specials more frequently. As for the Special itself, Bonfire is chosen due to its consistently high damage output thanks to Lukas’ monstrous Defense stat. Ignis is another option that trades a shorter cooldown for more raw power.
The bread and butter of this build is running Steady Breath in tandem with Slaying Lance and Bonfire. This combination allows Lukas to activate Bonfire on every single counterattack when initiated on. In exchange for cooldown acceleration, Lukas can also run Steady Stance for an absurd +8 Defense when initiated on as well as the effect of Guard. If neither are available, Lukass native Fortress Defense makes for a good budget option by giving a solid +5 boost to Defense at the cost of 3 Attack.
Quick Riposte is absolutely essential for Lukas, as he is reliant on it to perform follow-up attacks in the Enemy Phase. Assuming Lukas is not running Steady Stance in his A slot, one can choose to move Quick Riposte to the Sacred Seal slot in favor of running Guard as his B skill. Guard will greatly reduce damage taken from opponents that rely on activating their special such as Ayra and Zelgius. This also applies to all armored units running Bold Fighter, as their follow-up attacks cannot be avoided if they initiate on Lukas.
Thanks to his massive HP pool, Lukas has the option to run skills such as Infantry March and Panic Ploy. These both provide fantastic team support, as Infantry Pulse accelerates the Special cooldown of all infantry allies with HP lower than him while Panic Ploy provides a massive advantage over teams that like to use Hone/Fortify buffs.
Last but not least, Lukas has several options when it comes to Sacred Seals. Atk/Def Bond makes for a very strong option by boosting both Lukas' physical bulk and damage when adjacent to an ally, suiting his Enemy Phase playstyle perfectly. Close Def is another good choice, as it will reduce damage taken from all melee opponents when initiated on. If not already being used in the B slot, Quick Riposte seal is crucial in allowing Lukas to perform follow-up attacks in the Enemy Phase. The same applies to Panic Ploy 3, which can also be run here if it is not already being used in the C slot. Finally, Quickened Pulse can be run together with Steady Breath in order to allow Lukas to activate Ignis on his very first counterattack.
Ginger Stud (Player Phase/Brave)
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Brave Lance+ | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Lancebreaker 3 |
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Bonfire | C | Infantry Pulse 3 |
| SP | 1,935 | S | Attack +3 |
-
Preferred IV: +ATK / -SPD or -RES
-
Weapon: Brave Lance+
-
Assist: Reposition / Swap
-
Special: Bonfire / Moonbow
-
Passive A: Death Blow / Sturdy Blow / Attack +3
-
Passive B: Lancebreaker / Drag Back
-
Passive C: Infantry Pulse / Panic Ploy / Flexible
-
Sacred Seal: Attack +3 / Quickened Pulse / Panic Ploy
This build takes a different approach by having Lukas do most of his combat in the Player Phase. Thanks to his high base Attack, Lukas can make effective use out of a Brave Lance. This makes an Attack boon the ideal nature that Lukas can receive, as he will want to take out his opponents in only one initiation without needing to worry about Enemy Phase.
As for Specials, Bonfire is the most consistent choice. Since Brave Weapons attack twice on initiation, a Special with a cooldown of 3 will activate every other round. Alternatively, Moonbow can be run together with the Quickened Pulse Sacred Seal in order to activate his Special during his first round of combat.
Moving on to main skills, Death Blow is the choice A slot in order to maximize Lukas’ raw damage when initiating. Should Lukas feel the need to be counterattacked, Sturdy Stance is another option that gives him +4 additional Defense at the cost of -2 Attack on initiation compared to Death Blow. If neither are available, Attack +3 is a serviceable budget option.
Lancebreaker increases Lukas’ longevity by securing one-round match-ups against bulkier lance opponents by allowing him to strike 4 times on initiation, as well as preventing them from doubling him. In particular, this secures the kill against Fallen Hardin, Winter Robin, and Shiro. Both Infantry Pulse and Panic Ploy remain strong choices of C skill for Lukas. Infantry Pulse provides team support by accelerating the Special cooldown of infantry allies while Panic Ploy gives Lukas the advantage against opponents that utilize Hone/Fortify buffs. Finally, Attack +3 is a good choice of Sacred Seal to increase his maximum damage output with the Brave Lance.
Introduction
Lukas is an incredible physical tank, sporting a monolithic 83 physical bulk at base value. This is a value on par with most armored units. In addition to his extraordinary physical resilience, Lukas also has an impressive base Attack of 35. These factors make him an incredible duelist against physical units, as he can easily soak their hits while dealing massive damage back. His massive HP pool is also a huge benefit, as it grants him utility by allowing him to effectively utilize powerful support skills such as Infantry Pulse and Panic Ploy.
Due to his extremely lopsided stat distribution favoring the role of a physical tank, Lukas’ ability to combat magic dealing opponents is where he suffers greatly. Lukas has 22 Speed and 17 Resistance; this makes him a bleeding heart against mages and dragons alike, as they will often easily take him out in a single round of combat.
Overall, Lukas excels best as an Enemy Phase unit and is a fantastic addition to any team in need of a physical damage soak that can dish out massive damage in return.
Strengths
Insane Physical Bulk
Lukas has a staggering 93 physical bulk. On top of making him highly resilient to physical attacks, he makes fantastic use of Defense-scaling Specials such as Bonfire and Ignis.
Great Attack
In addition to maintaining a high physical resilience, Lukas hits back hard with a base Attack of 35.
High HP Pool
With a refined weapon, Lukas’ HP hits a total of 50. This allows him to effectively utilize skills such as Infantry Pulse and Panic Ploy in order to better support his team.
Good Availability
As a unit in 3-4* pool, it is very easy to get multiple copies of Lukas. In turn, this makes him an easy unit to merge as well as get optimal IVs on.
Weaknesses
Abysmal Resistance
In sharp contrast to his physical tankiness, Lukas’ severely low 17 Resistance makes him easy prey in the eyes of magic dealing opponents.
Terrible Speed
While Lukas’ low Speed does help him in some regards such as charging his Special, it’s also a major weakness. Getting doubled can greatly increase the amount of damage that Lukas takes as well as making Specials easy to charge and activate against him for his opponent.
Team Options
Counters
The combination of terrible Speed and Resistance makes Lukas an easy target for magic damage dealing enemies, as they can easily blow through his health in a single round of combat. In addition to this, physically bulky green units can mitigate the damage that Lukas is able to do in return, especially if they are running guard to prevent him from activating his specials.
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Mages: Nino, Rhajat, Linde, and Reinhardt will make short work of Lukas due to his combination of poor Speed and sparse magical bulk.
-
Dragons: In addition to dealing magic damage, most dragons have enough physical bulk to survive Lukas’ counterattacks. This makes them extremely difficult for Lukas to combat in both Player and Enemy Phase.
-
Physically Bulky Green: Hector, Sheena, Fallen Male Robin, and Amelia can mitigate Lukas’ damage output thanks to their high physical bulk as well as their Weapon Triangle advantage. This can be further accentuated should they run the skill Guard, as Lukas will be unable to activate his Specials.
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Brave Sword+ | A | Fortress Def 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 2 |
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Ignis | C | Threaten Def 3 |
5*
Awesome pics. Great size. Look thick. Solid. Tight. Keep us all posted on your continued progress with any new progress pics or vid clips. Show us what you got man. Wanna see how freakin' huge, solid, thick and tight you can get. Thanks for the motivation.
Alts
Weapon: Killer Lance+
Special: Bonfire
B: Renewal 3
LF: Reposition, Threaten Atk, QR3(?)
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Killer Lance+ | A | Defiant Def 3 |
|---|---|---|---|
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Swap | B | Seal Atk 3 |
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Ignis | C | Threaten Atk 3 |
I call this the "Immortal Fortress" build, otherwise known as the "HAHAHahahahAHAhahAHAHAAaaaa... what on earth how did I pull that off?!?"
Preferred IV; DEF+ SPD-
Sacred Seal; Squad Ace B1
C slot can be a support skill, but Threaten Atk 3 allows him to preemptively lower an enemy attack.
At +10, with the new Squad Ace B1 seal and at half health he hits a blistering 53 defense. Even without the +10 he hits a massive 49. With summoner support he hits 55 and 51, respectively.
The idea around this build is to proc the defense buff on top of the seal attack, thus giving Lukas an effective extra 14 defense. A SPD bane is the best to ensure that he can get doubled enough to load Ignis, which is his main source of damage. While his normal Fortress Defense is nice, it simply doesn't provide as much defense as Defiant Def 3, and it lowers his attack as well. Considering his health pool and defense, the defiant skills are safe, even optimal, whereas they would be highly risky on other units.
While he will blow over to pretty much every type of magical damage, and will even have to be wary of the healers, physical units will hardly scratch him. If you use defensive tiles and choke points he becomes an absolute monster. He beat out a Hector who had Ignis in a 1v1. (Though I did use defensive tiles and I baited his special proc with a ranged unit. 0 damage hits for days.) You don't fear many greens, and the Emerald Axe is generally given to weaker units, so they aren't as much of a threat as they seem.
Hector and Beruka are dangerous to him, as they do the same job but with the color advantage. Cherche is dangerous if optimized and not on a defense tile, but without deathblow he can survive the attack enough to charge Ignis. With DEF+ bland Ignis he one-shots her for 46 damage, her neutral HP directly. He deals 52 damage with DEF+ and Defiant Def activated.
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Killer Lance+ | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Atk 3 |
This is basically the wall of death. +Def/-Spd would be the ideal spread, with a +Def seal, you have 42 Def.
Killer Lance lowers the CD for Bonfire to 2 charges, and with Steady Breath, when attacked, Bonfire is ready is ready to go on the retaliation.
Basically every counter attack by Lukas has Bonfire ready to go.
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Killer Lance+ | A | Steady Breath |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Bonfire | C | Threaten Atk 3 |
An interesting idea for a build centered around CYL Ike's new skill, Steady Breath.
The combination of Steady Breath and Killer Lance means that Lukas can charge Bonfire after taking a single hit, and strike back (twice if necessary, thanks to Quick Riposte) to deal 20 extra damage, assuming a +Def nature. If he is doubled, which he often will be, that's two Bonfire procs in a single round of combat. Threaten Atk also serves to augment his ability to absorb physical damage, allowing him to stay within range of QR more easily.
In the future, should a Slaying Lance become available, it would only serve him even better.
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Killer Lance+ | A | Earth Boost 3 |
|---|---|---|---|
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Reposition | B | Obstruct 3 |
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Escutcheon | C | Threaten Atk 3 |
Recommended ivs: +def/-res
This tank build solely capitalizes on Lukas' defensive capabilites. His higher-than-average HP leaves him ready and able to proc earth boost in many scenarios, and even if his max HP is lower than that of the enemy unit, this can be easily fixed by healing Lukas or damaging said enemy unit. Obstruct serves to contribute to his role as a wall, leaving the tiles behind him as safe spaces for allied mages to position from. Killer Lance+ synergises well with Escutcheon, as he'll be able to proc it every other hit (since Escutcheon's charge is reduced to 1). As usual support and C slots are flexible.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Learns by default at 3 ★ Lance Users Only
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
|
200 | 1 | 7 |
| Learns by default at 5 ★ Lance Users Only
|
300 | 1 | 11 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Holy VestmentsReduces damage inflicted by attacks from foes 2 spaces away by 30%.
Learns by default at 4 ★ Unlocks at 3 ★ Restricted to melee units.
|
100 | 3 |
Sacred CowlReduces damage inflicted by attacks from foes 2 spaces away by 30%
Unlocks at 4 ★ Restricted to melee units.
|
200 | 2 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Inheritable by all units.
|
40 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
80 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
160 | A |
| Inheritable by all units.
|
50 | B |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | B |
Other Info
| Origin |
Fire Emblem Echoes
|
|---|

Fate Grand Order
Dragonball Legends

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