Table of Contents
- Default
- Attack
- Special
- Injured
| Matthew - Faithful Spy |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 5 | 9 | 5 | 4 |
| Middle | 17 | 6 | 10 | 6 | 5 |
| High | 18 | 7 | 11 | 7 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 38 | 22 | 31 | 27 | 14 |
| Middle | 41 | 25 | 34 | 30 | 18 |
| High | 44 | 29 | 37 | 33 | 21 |
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
-
+ATK: On a heavily offensive set, he will likely find the most success in boosting his Attack with his 4-point superboon.
-
+SPD: A Speed boon helps deny enemy follow-ups and enables him to perform his own, helping him charge up his Special faster, his biggest source of damage.
Neutral
-
DEF: Though boosting it is not as much of a priority boosting his Attack or Speed, most of Matthew's sets utilize his good base 30 Defense, making it a poor choice for a bane.
Banes
-
-RES: Generally -RES will be Matthew's easiest to swallow bane, Resistance clearly his weakest stat. However, it is a 4-point superbane, leaving his magical bulk at just 57 after a weapon refine.
- -HP: An acceptable alternative to -RES in order to try and keep his magical bulk up and give him a small niche over the similar unit Saizo, who otherwise completely outclasses him.
Skill Sets
Faithful Assassin (Offensive)
![]() |
Barb Shuriken+ (+Spd) Alternate: Lethal Carrot+ (+Spd) |
A | Swift Sparrow 2 Alternate: Life and Death 3 |
|---|---|---|---|
![]() |
Reciprocal Aid Alternate: Draw Back |
B | Desperation 3 |
![]() |
Ignis Alternate: Bonfire |
C | Hone Spd 3 Alternate: Threaten Spd 3 |
| SP | 1,410 | S | Speed +3 |
- Preferred IV: +ATK or +SPD / -RES or -HP
- Weapon: Barb Shuriken+ (+Spd) / Lethal Carrot+ (+Spd)
- Assist: Reciprocal Aid / Draw Back
- Special: Ignis / Bonfire / Luna
- Passive A: Swift Sparrow / Life and Death
- Passive B: Desperation
- Passive C: Hone Spd / Threaten Spd / Flexible
- Sacred Seal: Speed +3 / Attack +3
While not his main forte, Matthew may opt to change from a helpful spy into a full-on assassin. Benefiting from his 4-point Attack superboon, the 12 might of a Speed-refined Barb Shuriken or Lethal Carrot, the boost of Swift Sparrow, and a Speed +3 seal, Matthew manages to reach an acceptable 45 Attack and 43 Speed when initiating attacks. When attacking an enemy already debuffed, this Attack increases to an effective 52, which can really hurt when paired alongside a 24 damage Ignis proc (34 with Lethal Carrot). An Attack +3 seal changes that to 48/40, if one finds 45 Attack too low for comfort.
Life and Death can be used to add an extra point to his Attack and Speed, plus allow him to retain the Speed on Enemy Phase, though this does weaken the burst power of his Ignis. In such a case, Bonfire or Luna should be used to take advantage of their quicker cooldowns.
Desperation allows him to attack twice without retaliation, and can be set up by taking an advantageous physical hit or with his native Reciprocal Aid.
For his C slot, any Hone (such as his native Hone Spd), Spur, or Drive can work well to suit his team's needs. While Matthew is not at all a frontliner, Threaten Spd can be safely applied to melee targets, complementing his job as a debuffer and helping him out against speedier targets.
Smoke on the Water (Full Support)
![]() |
Smoke Dagger+ (+Spd) | A | Darting Blow 3 Alternate: Armored Blow 3 |
|---|---|---|---|
![]() |
Ardent Sacrifice Alternate: Reciprocal Aid |
B | Watersweep 3 Alternate: Renewal 3 |
![]() |
Bonfire Alternate: Miracle |
C | Drive Spd 2 Alternate: Spur Spd 3 |
| SP | 1,545 | S | Drive Atk 2 |
- Preferred IV: +SPD / -HP or -RES
- Weapon: Smoke Dagger+ (+Spd)
- Assist: Ardent Sacrifice / Reciprocal Aid / Draw Back
- Special: Bonfire / Miracle
- Passive A: Darting Blow / Armored Blow
- Passive B: Watersweep / Windsweep / Renewal
- Passive C: Drive Spd / Drive Def / Spur Spd / Flexible
- Sacred Seal: Drive Atk / Drive Def / Spur Spd
An all-in support set that aims to cripple his opponent's stats and absolutely ensue that matchups are incredibly skewed in the favor of his teammates.The crux of this set is the refined Smoke Dagger, which reduces all four stats of his target and their allies within two spaces by 6. Matthew's goal here is to push this advantage as far as he can by also boosting an ally afterwards with a Drives or Spurs allowing them clean up with relative ease.
Using Spur Spd, Matthew can create a Speed swing of up to 14 points, though Drives are usually preferred for their looser positioning requirements. The choice of stat for his Drives/Spurs is actually rather flexible, with Atk, Def, Res, and any dual Spurs also being great choices to help allies hit harder or tank up.
For his assist, Ardent Sacrifice or Reciprocal Aid can be utilized to give Matthew the ability to heal his allies in cases when he is unable to attack. Elsewise, a standard movement assist can be taken to shuffle allies into good positions and attack while in range of his buffs.
Bonfire is Matthew's Special of choice to add some burst damage. Miracle is a gimmicky alternative that can give Matthew strong bait potential once it is charged, surviving anything on Enemy Phase and inflicting debuffs for the following turn.
Darting Blow is the preferred A skill, helping ensure the success of Watersweep even against super fast mages like Nino. Watersweep lets Matthew prevent counters from the largest number of ranged enemies as possible, including the increasingly popular dragons. Windsweep can be taken instead to secure matchups against Distant Counter units, though typically Matthew is not as uncomfortable taking physical hits, so long as they do not retaliate twice.
If one is not a fan of sweep skills, instead consider Renewal to give Matthew some longevity and nice synergy with Reciprocal Aid. This can be paired with Armored Blow to more safely brush off Distant Counter hits and give him a fair chance to live even when doubled back.
Tinker, Tailor, Tanky Spy (Budget)
![]() |
Rogue Dagger+ (+Def) | A | Fury 3 Alternate: Defense +3 |
|---|---|---|---|
![]() |
Draw Back Alternate: Reciprocal Aid |
B | Quick Riposte 3 Alternate: Poison Strike 3 |
![]() |
Bonfire | C | Atk Smoke 3 Alternate: Hone Spd 3 |
| SP | 1,545 | S | Speed +3 |
- Preferred IV: +SPD / -RES or -HP
- Weapon: Rogue Dagger+ (+Def)
- Assist: Draw Back / Reciprocal Aid
- Special: Bonfire / Ignis
- Passive A: Fury / Defense +3
- Passive B: Quick Riposte / Poison Strike
- Passive C: Atk Smoke / Hone Spd
- Sacred Seal: Speed +3 / Defense +3 / Poison Strike
A low investment set that requires no inherits from heroes unable to be obtained as 3 star units.
Here Matthew's Defense is prioritized so that he can toss back hard hitting Specials, similar to budget Felicia builds that do the same with her Resistance, with his Speed given just light attention for the purpose of denying enemy doubles.
Quick Riposte ensures that he is always throwing out two attacks on Enemy Phase. Matthew wants to make sure to proc his Special on Enemy Phase in order to make the most of his Rogue Dagger buff, as it wears out at the beginning of every Player Phase, regardless of when it was applied.
For an even cheaper B slot alternative, Poison Strike can be kept to ensure steady chip damage between Specials. Paired with a Poison Strike Sacred Seal, Matthew can really wear on high-Defense tanks.
Atk Smoke helps him debuff enemies further and tank up quite well. His default Hone Spd is already quite useful, of course.
Introduction
Matthew, Faithful Spy, is a dagger unit defined by his high Speed and decent Defense, quite comparable to Saizo, but at the end of the day mainly inferior to him. Matthew receives higher HP and Resistance, two stats he doesn't really need, in return for decreased Attack and Defense stats, both of which are quite critical. Matthew actually possesses one of the lowest Attack stats in the game, making it exceedingly difficult for him to pull actually take on his enemies alone, often relegating his role almost entirely to that of a support or niche counterpick.
Matthew's main use will be trying to make the best out of whatever weapon he is given, shutting down enemies by lowering their stats as much as possible, and setting the stage for allies handle the rest. To aid this mission he comes with a decent Speed stat that can be useful in preventing enemies from doubling him, and it is his Speed that he most invests in to keep himself alive. His Defense is also a useful asset here, making him actually fairly hard to take down with physical damage in a single round of combat. Unfortunately, most mages will make short work of him unless he can debuff them first.
While Matthew can actually pull off this mission at a modest level, these successes are rarely merits of his own, with most other dagger units likely to have the same or greater success here when given the same weapons or builds. As said himself in-game, Matthew is "really more of a behind-the-scenes kind of guy", truthfully best left out of the spotlight, and not designed to act as a team's core.
Strengths
Good Speed
Though far from the fastest in the game, his decent Speed can be helpful for escaping doubles. Doubling slower enemies also aids his ability to charge his own Special procs.
Decent physical bulk
In conjunction with his Speed, sluggish physical attackers can have trouble taking him down. With a refined dagger, it would require 73 damage to take him down in one physical hit, a hard task for even the highest Attack units.
Weaknesses
Terrifyingly low Attack
His Attack is nearly unusable. Without an Attack boon, it can be difficult for Matthew to reach an Attack of even 40, even with a refined weapon.
Questionable Resistance
With a refined dagger and an HP bane, it takes 58 magical damage to kill Matthew, which is only just in the "maybe he can take one hit" range, and fairly unreliable. This lowers to 49 against a Raven Tome and 42 when paired Triangle Adept.
Outclassed in most builds
Compared to Saizo, Matthew loses 4 Attack and 3 Defense in return for 5 HP and 2 Resistance. Saizo will generally perform all of Matthew's offensive and defensive builds better, only being slightly more susceptible to mages (which Matthew can't even tank confidently anyway).
For offensive builds, other dagger units like Gaius, Saizo, Kaze, Legault, and even Performing Olivia all have strictly better offensive spreads.
Team Options
Counters
Most teams don't have to plan to counter Matthew. The majority of tanks or magic users can do so just fine, and will already be on most teams.
-
Blade tome users: If units like Tharja, Linde, or Nino have any buffs or attack him before he debuffs them first, Matthew is easily gone.
-
Raven tome users: Matthew won't really scratch units like Sophia, Male Robin, Spring Camilla, or Lyon. Even if he neutralizes a Triangle Adept advantage with Cancel Affinity, most units that run this type of set still have high defenses that Matthew will have trouble piercing through anyway.
-
Magical nukers: Units like Sanaki, Lute, Arvis, especially if they can debuff him back with ploys, won't really have to look twice at Matthew. Against Reinhardt, Matthew really has no chance at all.
-
Distant Counter units: Powerful Special procs from an enemy with Distant Counter can ruin his day, such as from those that still often outspeed him like Ayra, Mia, and Soleil, as well as units that often run Quick Riposte and won't have their follow-up stopped by Matthew's Speed like Dorcas or Black Knight.
-
Harsh Command: The skill Harsh Command (or Micaiah's unique Sacrifice ability, which in addition to healing her target also reverses debuffs) puts a complete stop to any of Matthew's support builds, and on offensive builds ends up turning his dagger's effect into a liability.
![]() |
Rogue Dagger+ (+Spd) | A | Fury 3 |
|---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Ignis | C | Odd Atk Wave 3 |
| S | Flashing Blade 3 | ||
This build makes use of Matthew's high speed and high defense using flashing blade. I admit this build becomes a lot more effective once Matthew is +10 but it can still function pretty well. This build uses flashing blade to trigger ignis which can effectively make Mattew shit out damage. Also with Matthew's already high base defense he can tank a lot of things too. His attack is a bit worrisome but can be overlooked if he charges ignis.
![]() |
Rogue Dagger+ (+Def) | A | Brazen Atk/Def 3 |
|---|---|---|---|
![]() |
Reciprocal Aid | B | Poison Strike 3 |
![]() |
Bonfire | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
A build used to capitalize on Matthew decent physical bulk, while allowing him to buff allies thanks to Rogue Dagger+ and chip enemy health with double Savage Blow and Poison Strike. Matthew's overall mixed stats leaves much to be desired, and he can be hard to use because of this. With Brazen Atk/Def he reaches 44/43 Atk/Def, allowing him to actually do some damage to tankier units, even if not much.
He does however make a great utility unit. With Rogue Dagger+, he debuffs enemies (the target and those within two spaces of the target) for -6 Def/Res everytime he attacks, while granting his allies within two spaces +6 Def/Res. Double Savage Blow lets him easily deal 14 damage to enemies within two spaces of the target, and Poison Strike lets him deal 10 damage to his target.
His decent defense stat means that Matthew can tank a few physical hits, so Brazen Atk/Def could be replaced with Close Counter, but Matthew wont be getting the benefts from Brazen Atk/Def, so this is down to personal preference.
![]() |
Rogue Dagger+ (+Def) | A | Close Counter |
|---|---|---|---|
![]() |
Reposition | B | Windsweep 3 |
![]() |
Bonfire | C | Spd Smoke 3 |
| S | Atk Smoke 3 | ||
One day I will get a +spd/def/atk -res/hp matthew, but until then he has to be content safely debuffing everyone while buffing my Delthea so that they can nuke everyone .
![]() |
Rogue Dagger+ (+Spd) | A | Darting Blow 3 |
|---|---|---|---|
![]() |
Draw Back | B | Seal Spd 3 |
![]() |
Bonfire | C | Hone Spd 3 |
| S | Poison Strike 3 | ||
Considering there's hardly a meaningful way to raise Matthew's poor attack stat, it's best for this faithful spy to remain in the shadows as he himself has stated.
This build revolves around supporting his allies by both lowering his enemies' stats while raising his and his allies' stats.
The Poison Strike Sacred Seal is there to give a string of passive damage that Matthew is unlikely to cause himself.
Once the skill comes, I'd replaced Hone Speed with Speed Tactic to further emphasize his supportive role on his team. He may not be the strongest unit, but he is a faithful, worthwhile ally.
![]() |
Rogue Dagger+ | A | Close Counter |
|---|---|---|---|
![]() |
Reciprocal Aid | B | Poison Strike 3 |
![]() |
Ignis | C | Savage Blow 3 |
| S | Savage Blow 3 | ||
This build focuses on an AoE mass damage and debuff, allowing Matthew to cripple entire teams with one attack. After Matthew attacks, your other units won't have a problem sweeping a team, or if he's the only one left he should be capable of doing that on your opponent's turn with multi-range retaliation. Ignis also provides a much-needed damage boost for finishing off tougher foes.
After attacking, his defense becomes 41 (as well as buffing allies, resistance too), respectable and enough to wall off for one round, or several if need be. Against debuffed foes his attack is also effectively increased to 45, a much nicer value to look at.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Learns by default at 2 ★ Dagger users only.
|
50 | 2 | 3 |
| Learns by default at 3 ★ Unlocks at 2 ★ Dagger users only.
|
100 | 2 | 5 |
| Learns by default at 4 ★ Unlocks at 3 ★ Dagger users only.
|
200 | 2 | 4 |
| Unlocks at 5 ★ Dagger users only.
|
300 | 2 | 7 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Reciprocal AidSwap HP with adjacent ally (neither unit can go above their max HP).
Learns by default at 4 ★ Unlocks at 3 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
60 | B |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
120 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | B |
| Unlocks at 2 ★ Inheritable by all units.
|
50 | C |
| Unlocks at 2 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Blazing Blade
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes