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
-
Special: Bonfire / Ignis
-
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
-
Special: Bonfire / Moonbow
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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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Ridersbane+ | A | Fortress Def 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Ignis | C | Threaten Atk 3 |
Complete physical wall Lukas. This build can single-handedly take down almost every physical hero 1v1 over a few turns. Ignis proc means almost certain death, Renewal to keep Lukas healthy.
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Killer Lance+ | A | Armored Blow 3 |
|---|---|---|---|
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Swap | B | Brash Assault 3 |
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Bonfire | C | Threaten Atk 3 |
| S | Defense +1 | ||
Lukas is OP and catches a lot of flier emblem teams off guard (due to the fact flier emblem teams consist of mostly if not all physical units). Lukas’s monsterous Defense is amazing and his attack is good too.
Keep Killer Lance unless you got a second Nephenee becuase you can’t get + weapons at 5* for some reason.
Since he has the defense, you can keep fragile mages like Delthea from impending doom. Swap can tank and then kill them next turn.
Bonfire is used becuase it’s a 2 turn special with Killer Lance. Ignis can be used too, but Ignis is a 3 turn special with Killer Lance and Lucas is slow AF so you might want a faster special.
Armored Blow is literally to make everyone else be like -_- while you’re like “no damage b*tc**s.” No seriously he can tank a whole lot of units efficiently. Ike with hone Atk, +Atk boon, can only do only 8 damage. (2 with armored Blow). Hawkeye can do 22 damage but it’ll be shortened to 16 with Armored Blow. Cherche with Brave Axe can deal 34 damage which is quite a lot. With armored Blow she only deals 22. Long story short, it is much better to use this if you plan to go offensive. You can of course use Death Blow but I find it harder to find as the days progress.
Brash Assult is chosen, but if you don’t like using it then you can definitely use a breaker skill like Lancebreaker or Blue tome Breaker. It is very flexible. Just don’t use Obstruct. Brash assult means that Lukas will double when he’s at lower than 50% hp. This is extremely useful if you find him in a pickle.
Threaten Atk is so that he can last just a little bit longer. -5 Atk to foes in two spaces means that he has the chance to negate 10 damage. If you read the paragraphs before, this means Ike will do absolutely no damage. Hawkeye will deal very little while Cherche will deal 10. Yes 10 damage only with brave Axe. 34 damage to 10 damage. This will ensure Lukas survives Axe units.
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Killer Lance+ | A | Fortress Def 3 |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Ignis | C | Threaten Atk 3 |
Lukas is a defensive wall, probably one of the best in the game and can be very good. The way i have him built is to prolong the fights as long as there are no mage units around because any mage will destroy him very easily.
Costing some atk, fortress def 3 grants him 5 more def and with a def boon he can get to 46 def and with the help of other allies he can get to over 50 def which is better than or equal to the armor units but since he is infantry he can move much easier.
Renewal 3 helps him retain his bulk in consecutive fights and instead of swap you could give him reciprocal aid or ardent sacrifice to make him a healer since he has great HP. Threaten Atk simply helps his bulk but if more damage is needed threaten def or def ploy can be used.
He comes with a killer lance which helps his cooldown rate for his special and allows him to equip skills that have higher charges like ignis which really boosts his damage. You can give him a stronger weapon if you have the quicken pulse seal but his atk stat is high enough for him to deal enough damage.
I use swap instead of reposition, to help position him to the front lines but the latter could work as well, pairing him with a dancer can help him bait enemies as well.
All in all Lukas is a great wall, with enough power to back it up.
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Deft Harpoon+ | A | Fortress Def 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Ignis | C | Threaten Def 3 |
| S | Attack +1 | ||
Build intended to allow Lukas to effectively combat all physical attackers. Deft Harpoon+ is a very good weapon for this, as it has base 14 MT, just short of Silver Lance+, as well as the innate Fury 1 effect at 100% HP. This is where Renewal helps him out; as long as he doesn't meet any dragonstone or magic users, it won't be difficult to maintain 100% HP for the Deft Harpoon's effects while Lukas plays a role of baiting, almost never initiating unless he's taken damage. I chose Reposition for my support skill, but this is entirely up to the player. Ignis allows Lukas to add over 30 damage to his base attack, or just over 20 if using Bonfire. Fortress Def is intended to help Lukas tank more hits; the Deft Harpoon compensates for most of the loss in Atk and boosts Fortress Def's effects. At 100% HP, the buffs Lukas receives in combat bring his statline to 48 Atk (49 with Attack +1 seal which is recommended), 24 Spd, 48 Def, and 15 Res. As you can see, his Atk and def are all that really stand out, and that's all you need to focus on. He can still ORKO many physical units, and their doubling him is almost always useless as it does 0 damage more often than not. Their doubling also adds charge to Ignis. Should you come to find a Brave weapon user, charging special will become even easier. The rare occasion he will have to initiate combat is against shuriken and bow users. Preferred Sacred Seal is Attack +1, as Quickened Pulse does little considering Lukas is meant to ensure a victory, not to end it quickly.
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Brave Lance+ | A | Fortress Def 3 |
|---|---|---|---|
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Swap | B | Guard 3 |
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Bonfire | C | Threaten Def 3 |
This is a combination of both an offensive and defensive build, in case you require a wall, but you still need some destructive power.
Guard's usage is explained in a reddit post (https://www.reddit.com/r/FireEmblemHeroes/comments/6ppu2m/best_boy_lukas_makes_a_case_for_guard/), where he will not be destroyed by specials such as Moonbow, Luna, Glacies, Ignis, and Black Luna (when it eventually comes out). Quick Riposte is also fine here, if Guard is unavailable.
Bonfire can be replaced with Ignis; I just tend to like Bonfire more due to its shorter cooldown, especially since Guard is chosen instead of QR here.
C skill is, as usual, flexible.
Ideal IVs would be +Atk/-Spd (since his defense is already high enough, and you're going to be doubled by almost everyone anyways).
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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