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.
-
+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 |
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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
-
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
-
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 Spear+ (+Def) | A | Earth Boost 3 |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Ignis | C | Threaten Atk 3 |
| S | Quick Riposte 3 | ||
The Main goal of the Build is to deal Ignis Damage while Renewal Puts you Back into Quick repost Range, the reason for +Def is more Ignis Damage, and With Summoner support and +Hp and the upgraded Lance puts you at 59 Hp
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Slaying Lance+ (+Def) | A | Fortress Def 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Ignis | C | Threaten Atk 3 |
| S | Close Def 3 | ||
Merge: +0
Seal: Close Def 3
Enemy Phase Lukas
Positives:
+ Has amazing Def stat in which it allows him to take wide range of physical abuse before he finally falls
+ Also has great attacking power in which he can 1RKO his foes that dare attack him at close range
+ Ignis can often lead to powerful 1HKO's if he is allowed to do so
+ Can check a wide variety of Sword and Lance users, while he can check certain amount of Axe users
Negatives:
- Has non-existent Speed
- Also has abysmal Res which makes him an easy pickings for magic and Breath users
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Slaying Lance+ | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Infantry Pulse 3 |
| S | Close Def 3 | ||
*clink* whats that sound? that's sound of 0x2 damage being taken. You won't be hearing that sound when lukas strikes back with a full 44 points of ignis damage and 38 base attack.
You probably won't even need him to tank greens, but he will tank them because he can. 0 damage from hector, 0 damage from amelia, 0 damage from brave ike, the list goes on.
New powercreep melee getting you down? Just use Lukas TM.
Warning: keep away from magic at all times.
(note: stats a +4 merge and summoner support)
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Tannenboom!+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Reciprocal Aid | B | Guard 3 |
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Galeforce | C | Panic Ploy 3 |
| S | Distant Def 3 | ||
Neutral stats are listed.
An arena build meant to maximize Lukas's ATK. Listed in order of importance.
B: Guard
This is non-negotiable. Lukas will be able to serve as a sort of mixed tank with high HP and DEF and passable RES against mages, so Moonbow procs will be very dangerous for him.
IVs: +ATK/-SPD
Foes who are susceptible to Distant Counter (mages) generally have low HP and DEF. An ATK boon combined with Distant Counter will give Lukas the highest chance of one-shotting mages who would otherwise cripple him due to his low SPD and RES. Any bane is fine with RES probably being the worst due to it being a -4 bane. A DEF bane can be covered with a weapon forge +DEF for a net gain of +1 DEF. An HP bane will help Lukas play the role of mixed tank by leaving his DEF and RES untouched. W!Tharja makes a case against a SPD bane because Lukas will has 4 more SPD than W!Tharja when both are at neutral SPD. This increases to 6 SPD on the enemy phase due to Tannenboom!'s effect. This means Lukas will be able to double W!Tharja on the Distant Counter naturally.
A: Distant Counter
As mentioned above, this is to combat mages. With Distant Counter, Lukas actually ends up winning the red mage matchup and can one-shot a sizeable chunk of the relevant blue mages. Lukas will also be able to retaliate against bows like B!Cordelia, taking minimal damage from her Brave LaD builds and one-shotting her on the counter.
Weapon: Tannenboom! +RES
Tannenboom! was tailor-made for Lukas. Lukas functions best as an enemy phase unit so he can take advantage of his ridiculous DEF. Tannenboom! comes with the added benefit of +2 to his ATK, DEF, and RES, all of which are stats he needs to function as an enemy phase wall. RES is the recommended forge because Lukas will have so much DEF against ranged that a DEF forge will yield diminishing returns. A DEF forge can be used if his IVs are +ATK/-DEF. This is slightly more optimal than using a RES forge with +ATK/-RES.
Seal: Distant DEF 3
This is mostly used for B!Lyn and mages. Distant DEF has insane synergy with Distant Counter, as Lukas will be able to reduce damage from mages while one-shotting them with Distant Counter.
The next three skills are more flexible.
Special: Galeforce
This is mostly to check Brave Bow Lyn builds. She will quad on the enemy phase, and Lukas will be able to run in, one-shot her, proc Galeforce, and run back to safety. Galeforce charge isn't limited to Brave Bow Lyn, as Lukas can use anything he's walling out to charge his special. This also somewhat makes up for Lukas's nearly-nonexistent SPD and lack of Quick Riposte, as he will be able to take two turns of combat during the player phase. This can be swapped for Ignis if Lukas needs to win matchups with triangle disadvantage.
C: Panic Ploy
Panic Ploy is chosen to inhibit Emblem teams from setting up buffs. With a forge, a neutral Lukas will sit at 50 HP. This is more than enough to warrant using an HP based skill. However, the C skill can be tailored to you team's needs as always.
Support: Reciprocal Aid
Similar rationale to Panic Ploy on C. Lukas has enough HP to act as a one-time healer in case there's nothing for him to wall out. Conversely, if Lukas sustains too much damage and falls out of Guard range, he can use Reciprocal Aid to heal himself back up. This will require running someone with a decent HP pool to act as support. As with the C skill, this can be substituted for a movement skill or a rally, depending on what your team needs.
Stats:
45/35/22/38/17 (neutral)
45/38/19/38/17 (+ATK/-SPD)
45/52/19/38/17 (Tannenboom!+)
50/52/19/38/21 (RES forge)
50/54/21/40/23 (Tannenboom!'s effect on enemy phase)
50/54/21/46/29 (Distant DEF's effect against ranged on enemy phase)
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Slaying Lance+ (+Def) | A | Fortress Def 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Panic Ploy 3 |
| S | Defense +3 | ||
Lukas is one of the strongest physically defensive infantry walls, Slayign Lance+ with a +def upgrade and +3 defense SS puts his defense stat to 53, making it virtually impossible to knock him out even with the strongest axe hero. The opponent must take caution too, as if Lukas proc's Ignis it could mean certain death.
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