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
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+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.
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+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
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-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 |
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Preferred IV: +DEF or +ATK / -SPD or -RES
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Weapon: Slaying Lance+ (+Def)
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Assist: Reposition / Swap
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Special: Bonfire / Ignis
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Passive A: Steady Breath / Steady Stance / Fortress Defense
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Passive B: Quick Riposte / Guard
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Passive C: Infantry Pulse / Panic Ploy / Flexible
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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
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Weapon: Brave Lance+
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Assist: Reposition / Swap
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Special: Bonfire / Moonbow
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Passive A: Death Blow / Sturdy Blow / Attack +3
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Passive B: Lancebreaker / Drag Back
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Passive C: Infantry Pulse / Panic Ploy / Flexible
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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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Slaying Lance+ (+Def) | A | Steady Breath |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Ignis | C | Threaten Atk 3 |
| S | Close Def 3 | ||
This is a plus 4 merged Lukas whose boom/bane I don’t remember because of merges. Steady Breath is wonderful for charging Ignis faster synergizing well with quick riposte making him a monster on enemy faze and can mostly take any physical damage dealers besides maybe some high atk axe units like any Hector, Brave Ike, and Dorcas. I put threaten atk to minimize the damage he is taking and a close def seal to boost his def higher. The downside to him is that any mate wrecked him because of his low spd and res. Hope you enjoy the build
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Slaying Lance+ (+Def) | A | Close Def 3 |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Ignis | C | Infantry Pulse 3 |
| S | Quick Riposte 3 | ||
One of my longest useful 4* units is Lukas. What I like about him is that he possesses really really REALLY high def. In my opinion he’s like Blue Arden. Because he’s been one of my useful units, I turned him to 5 stars. My Lukas is currently neutral iv. Neutral iv is always good if the optimal iv isn’t a available option. This is going to be my build for him.
For his weapon I prefer slaying lance and for refinement I obviously went def refine. Def refine is Lukas’ best and only best refine. I got slaying lance by simply refining his old killer lance.
For his assist skill I went for swap. I think it’s pretty good on him, cause Lukas is one of them units who can dish out physical hits that some units cannot.
For the special I went for ignis. With ignis he’ll be doing massive damage thanks to his really high def.
For his A skill I went for close def. It is better than his default fortress def due to several reasons. With fortress def you lose out 3 atk which can be problematic as there might be some occasions where he can miss a kill by 1 hp. I experienced many moments where I missed a kill by 1 hp. Not only that but close def adds 6 def in the enemy phase. While with fortress def it only adds 5. Close def also gives +6 in res when fighting dragons, which can make a slight difference whenever there’s a case where he has to fight a dragon.
For his B skill I went for renewal for extra sustaining. It allows him to heal up 10 hp every second turn.
For the C skill I went for infantry pulse just to give him some support for infantry type units. His hp is high to use it. Especially with a refined weapon so he can use infantry pulse pretty well.
As for the seal I went for quick riposte cause his speed is low and he ain’t gonna be doubling. Renewal will help him stay in quick riposte range. It really sucks that I am limited to one quick riposte seal cause I have lots of units who would benefit from quick riposte seal.
Overall Lukas is a physical tank who can shrug off physical damage. He can potentially tank greens if he has support. I’m thinking of swapping the B skill to guard. Also i’m planning to replace this neutral Lukas with a +def, -spd Lukas. If I can ever get one that is.
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Harmonic Lance+ (+Def) | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Odd Atk Wave 3 |
| S | Atk/Def 2 | ||
This is a pretty fun Lukas build. Steady Breath so he could get 2 charges off his special when attacked which in turn would trigger Ignis which would add 80% of his enormous defense. Quick Riposte so he could attack back with his pretty shit speed Odd Attack Wave is meh, you could change it if you like but for attacking I find it to be the most useful C skill right now. The seal is pretty weird. Close Defense would probs be the best with it giving 6 defense when attacked and all, but the whole res part of getting attacked would be waste, Lukas can't tank res. So you could put +3 defense, but if you think about it you'd only lose 1 defense if you put on the Atk/Def +2 seal. but you gain 2 attack, that's a pretty big drop from the 6 you get if you ran Close Defense but do what you please
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Carrot Lance+ (+Def) | A | Steady Stance 3 |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Bonfire | C | Infantry Pulse 3 |
| S | HP +5 | ||
Lukas but with constantly healing HP and vitamin A.
This isn’t his ideal build, and his A slot skill is a budgety alternative for Steady Breath, but he still performs well as a enemy phase wall.
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Harmonic Lance+ (+Def) | A | Steady Breath |
|---|---|---|---|
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Rally Def/Res | B | Guard 3 |
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Ignis | C | Atk Smoke 3 |
| S | Quick Riposte 3 | ||
With the addition of Harmonic Lance, Lukas's special bomb increases in power. Having the same MT and refine options as Slaying Edge+, Harmonic Lance+ allows Lukas to take Ignis instead of Bonfire, to be able to drop a massive payload that few can withstand. Steady Breath is key, for without it, Ignis wouldn't work so well. +Def/-Spd is key as well, as +Def would further increase his tank potential and Ignis power, while -Spd ensures he'll be doubled almost every combat with a physical unit (which you want with a high def Steady Breat user). Quick Riposte is also essential, though you should consider using it in your Sacred Seal slot so you can run Guard 3 in your B slot to deny any opponent specials. Atk Smoke 3 is great to increase his tanking ability, though barring that Threaten Atk 3 works as well. Finally, a dual rally skill is taken for arena score, though if you wish, Reposition or Swap works fine.
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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