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
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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.
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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.
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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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Deft Harpoon+ | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Infantry Pulse 3 |
Blue Hector
Preferred Nature: +ATK/-RES
Weapon: Deft Harpoon+ / Ridersbane+ / Silver Lance+
Support Skill: Reposition / Swap / Reciprocal Aid
Special: Ignis
A Slot: Distant Counter
B Slot: Quick Riposte 3 / Quick Riposte 2
C Slot: Infantry Pulse 3 / Varies on team
Seal: ATK +1
Overview:
A very expensive build for Lukas that aims to capitalize on his unbalanced stat line. Lukas with the preferred weapon, seal, and nature is very similar to a +ATK/-RES Hector:
Lukas: 45/55/24/40/15 (factoring Deft Harpoon+ bonuses at 100% HP)
Hector: 52/55/24/37/16
This skewed stat line is conducive to a Distant Counter / Quick Riposte build. Infantry Pulse is suggested because Lukas's high HP of 45 means that with some HP banes from other units he can have higher HP than all infantry units except Bartre.
Ignis is chosen because of Lukas's low SPD. A Distant Counter / Quick Riposte build relies heavily on being attacked. Enemies will only need 29 SPD to double Lukas. His effective 55 ATK means he will be able to take out most physical units due to Quick Riposte, building up 4 special charge to use on the player phase. This charged Ignis can be used to finish off any physical unit he failed to KO during enemy phase, or it can be used to nuke a different unit on the player phase.
Additional Matchups:
With physical matchups out of the way, there is still one glaring flaw: Lukas's RES. A pitiful 15 RES at full HP (RES bane and Deft Harpoon bonuses) gives Lukas a total of 59 MAG bulk, 37 if the enemy can double Lukas. Let's examine each color individually.
Green mages make short work of Lukas, as they only need 50 MAG to one-shot him. This is very attainable with ATK boons / buffs. Lukas has pretty much no way of winning this matchup if he is attacked.
The Dire Thunder siblings only need 38 MAG to KO Lukas before he can counterattack. Lukas loses this matchup, too.
Infantry blue mages actually have a tough time netting the KO. Certain builds / buffed mages can meet the OHKO requirement of 60 MAG, but most will need to double Lukas. While most of them are able to meet the 38 MAG / 29 SPD requirement, they also need to have 55 PHYS bulk in order to double. Assuming the blue mages run Fury, here is a list of their one-shot PHYS bulk:
B!Caeda: 54 (-1)
Delthea: 48 (-7)
Linde: 51 (-4)
Mae: 53 (-2)
Odin: 70 (+15)
M!Robin: 71 (+16)
S!Lucina: 59 (+4)
Before any additional buffs, Lukas is able to KO all infantry blue mages except S!Lucina, M!Robin, and Odin. Lukas needs +5 ATK from buffs to KO S!Lucina.
Red mages will need 75 MAG to one-shot Lukas and 47 MAG / 29 SPD to one-round him. Additionally, red mages will need 66 PHYS bulk in order to survive Distant Counter unless they are running a Sweep build. The OHKO 75 MAG is a tall order, and Sweep is not commonly used on red mages. Therefore, it is reasonable to say that red mages will need 47 MAG / 29 SPD / 66 PHYS bulk to KO Lukas. Here is a list of red mage PHYS bulk, assuming Fury:
Celica: 63 (-3)
Henry: 79 (+13)
Katarina: 51 (-15)
Leo: 66 (+0)
Lilina: 56 (-10)
Raigh: 60 (-6)
Sanaki: 52 (-14)
Sophia: 70 (+4)
S!Leo: 55 (-11)
Tharja: 64 (-2)
Henry, Leo, and Sophia survive Lukas's Distant Counter. However, they still need 29 SPD to double Lukas and net the KO. The following numbers assume Fury:
Henry: 25 SPD
Leo: 25 SPD
Sophia: 22 SPD
None of these characters is fast enough to double Lukas. Lukas makes an automatic follow-up attack due to Quick Riposte and KO's every red mage.
The last consideration is dragon units.
Because Fae has color advantage, it is reasonable to assume that Lukas loses to her.
A blue dragon needs 60 MAG or 38 MAG / 29 SPD / 55 PHYS bulk to KO Lukas. First, here are the blue dragons' PHYS bulks without skills or natures:
F!Corrin: 74 (+19)
Ninian: 64 (+9)
Nowi: 74 (+19)
Even with banes and buffs, it is unrealistic for Lukas to OHKO these dragons. The only chance Lukas has is to avoid getting doubled to be able to use Quick Riposte. Again, 29 SPD is required to double Lukas. Here are the blue dragons' SPD values unaltered:
F!Corrin: 34 (+5)
Ninian: 33 (+4)
Nowi: 27 (-2)
Lukas is saved from the double against Nowi. He needs +5 SPD from buffs to prevent the double from Ninian and +6 to prevent the double from F!Corrin. However, this is all before skills, natures, and seals are considered for the blue dragons. Realistically, the only blue dragon Lukas will survive and double due to Quick Riposte is Nowi.
Red dragons are similar in that Lukas will need to win the SPD battle to stand a chance. Here are the Tikis SPD values unaltered:
A!Tiki: 23 (-6)
Y!Tiki: 30 (+1)
In order to avoid the double from Y!Tiki, Lukas needs a +2 SPD buff. Again, this will increase if Y!Tiki's SPD is boosted by skills, natures, or seals.
Additional Considerations:
Ridersbane is considered due to its 14 MT and decent secondary effect. Silver Lance is considered due to its 15 MT.
Swap is considered depending on play style / maps. Reciprocal Aid is considered to allow Lukas to remain in the front lines against physical units. Reciprocal Aid can also be used to keep Lukas at full HP for Deft Harpoon's secondary effect, but Lukas has a rather large HP pool at 45.
Quick Riposte 2 is considered to avoid having to sacrifice another 5* unit.
Pros:
+Stat line very similar to Hector, sacrificing 7 HP for 1 additional movement.
+Enough PHYS bulk to combat all physical units, barring Triangle Adept greens.
+Low SPD allows him to easily charge Ignis from physical units.
+38 DEF before Deft Harpoon means Ignis will deal 30 damage unaffected by triangle advantage.
+High HP allows for effective use of Infantry Pulse.
+At 100% HP, can check blue infantry mages.
+At 100% HP, can counter all red mages before buffs.
+At 100% HP and with proper support, can combat some dragons.
Cons:
-Extremely expensive. The preferred skill set requires several 5* units, two of whom are limited time units (S!Robin and S!Xander).
-No real way to deal with green mages on the enemy phase.
-Requires full HP to be able to check blue and red mages.
-Requires full HP and proper team support to combat dragons.
-Low RES leaves him susceptible to DEF Ploy.
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Killer Lance+ | A | Defiant Def 3 |
|---|---|---|---|
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Draw Back | B | Quick Riposte 3 |
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Bonfire | C | Threaten Def 3 |
This build of Lukas can make him a good enemy phase turn unit. Thanks to his killing Lance and quick riposte he can kill every red sword unit and almost every Lance unit (effie would survive him I think).
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Brave Lance+ | A | Earth Boost 3 |
|---|---|---|---|
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Reciprocal Aid | B | Wings of Mercy 3 |
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Ignis | C | Fortify Def 3 |
+Atk -Res (note: stats don't account for weapon or sacred seal)
Ultimate player phase Lukas build
HP +3 Sacred Seal to help initiate Earth Boost
Reciprocal Aid to either heal units and be placed within WoM usage. Or take allies health for defensive needs.
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

IV Calc
Heroes