Table of Contents
- Default
- Attack
- Special
- Injured
| Reinhardt - Thunder's Fist |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 15 | 7 | 5 | 4 | 7 |
| Middle | 16 | 8 | 6 | 5 | 8 |
| High | 17 | 9 | 7 | 6 | 9 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 34 | 29 | 20 | 23 | 22 |
| Middle | 38 | 32 | 23 | 27 | 25 |
| High | 41 | 35 | 26 | 30 | 28 |
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 |
|---|---|---|---|---|
Boon
- +ATK: By far the best boon, as it is the sole source of his offensive power.
Neutral
- HP / DEF / RES: Not generally important to Reinhardt, but his Speed is preferable to dump because it is so low.
Bane
- -SPD: Generally the best bane, as his Speed is nearly unsalvageable after Dire Thunder’s -5 penalty.
- -HP / -DEF / -RES: All acceptable banes as well, as an Attack boon is by far the most important IV.
Skill Sets
I Now Use The Reinhardt (Offensive Nuke)
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Dire Thunder | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Reposition | B | Chill Res 3 Alternate: Lancebreaker 3 |
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Moonbow | C | Hone Cavalry |
| SP | 1,635 | S | Quickened Pulse |
- Preferred IV: +ATK / -SPD
- Weapon: Dire Thunder
- Assist: Reposition
- Special: Moonbow / Luna / Draconic Aura
- Passive A: Death Blow / Attack +3
- Passive B: Chill Res / Lancebreaker / Wings of Mercy
- Passive C: Hone Cavalry / Flexible
- Sacred Seal: Quickened Pulse / Attack +3
Standard maximum offensive build for Reinhardt. Death Blow synergizes with Dire Thunder to allow Reinhardt to deal massive damage over two attacks, which is often more damage than many units can handle. When paired with offensive buffs (Hone Cavalry, Atk Tactic, or just a simple Hone Atk), Reinhardt can easily obliterate a massive number of enemy units without a chance of being retaliated against.
Moonbow synergizes with Quickened Pulse to allow Reinhardt to activate his special on his very first initiation, squeezing just a bit more damage that is often the difference between KOing or not. If not running Quickened Pulse, or one simply wants more damage, replace Moonbow with Luna or Draconic Aura, and run an Attack +3 seal.
B slot is mostly up to preference. Chill Res will greatly enhance Reinhardt's KO range, as a -7 debuff is effectively +14 damage for him. It gives a similar advantage as Lancebreaker over Berkut's Lance-wielding units, but can be less consistent in that it will always target the enemy with the highest Resistance; this can result in the debuff ending up on a unit that Reinhardt won't be able to deal meaningful damage to (such as a super mage tank or a Triangle Adept green). Lancebreaker will increase the breadth of targets that Reinhardt will be able to handle: any lance unit running a refined Berkut's Lance will typically have enough Resistance to survive two hits, but not four. Wings of Mercy is a good option if flexibility is wanted, as it allows for many more options with positioning.
Anti-Anti-Meta (Offensive Sweep)
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Dire Thunder | A | Swift Sparrow 2 Alternate: Life and Death 2 |
|---|---|---|---|
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Reposition | B | Watersweep 3 |
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Luna | C | Hone Cavalry |
| SP | 1,545 | S | Phantom Spd 3 |
- Preferred IV: +ATK / -HP or -DEF or -RES
- Weapon: Dire Thunder
- Assist: Reposition
- Special: Luna
- Passive A: Swift Sparrow / Life and Death
- Passive B: Watersweep
- Passive C: Hone Cavalry / Flexible
- Sacred Seal: Phantom Spd
After the introduction of weapon refinery, dragons have become a serious powerhouse. In addition, it is becoming increasingly difficult for Reinhardt to destroy everything as he used to. This build accepts that Reinhardt may no longer KO everything he touches, but seeks to at least keep him safe while he outputs his damage.
Watersweep is the cornerstone of this build, as it prevents both mages and dragons counterattacking (and often KOing) Reinhardt. It’s paired along with Swift Sparrow (or Life and Death) and Phantom Spd seal in order to maximize the chance of Reinhardt having more effective Speed than his target to nullify their counterattack. With this combination, Reinhardt will be able to negate the counterattacks of units with 32 Speed, or 38 Speed if Reinhardt receives a Hone Cavalry buff.
32 Speed is not very consistent in terms of nullifying counterattacks with Watersweep, even for dragons. However, 38 Speed is enough to nullify all dragons except those that are stacking extreme amounts of Speed in their builds, such as a +Speed Nowi with a +Speed refined breath, Fury, and Speed+3 seal, hitting 39 Speed total. Even this can be overcome via application of a Goad Cavalry buff or Summoner/Ally Support. This build has a strong reliance on cavalry buffs to function, more so than other builds, as it is reliant on turning Reinhardt’s abysmal Speed stat into something useful.
Who Needs Speed (Quad Offensive)
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Dire Thunder | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Reciprocal Aid | B | Desperation 3 |
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Luna | C | Hone Cavalry |
| SP | 1,575 | S | Brash Assault 3 |
- IV: +ATK / -SPD
- Weapon: Dire Thunder
- Assist: Reciprocal Aid / Ardent Sacrifice
- Special: Luna
- A Slot: Death Blow
- B Slot: Desperation
- C Slot: Hone Cavalry / Flexible
- Seal: Brash Assault
This build is mostly similar to the standard offensive build, except it employs the Brash Assault seal/Desperation combo. Once Reinhardt drops below 50% HP, usually via usage of Reciprocal Aid or multiple applications of Ardent Sacrifice, he will now quad strike everything he initiates on, generally KOing everything in his path. Once active, this build is strong enough to KO a good number of Reinhardt’s conventional counters.
One of the advantages of this build is that running Desperation in the B slot is not particularly risky, as Reinhardt is a ranged unit, a trait he shares with Brave Bow archers. Melee Brave weapon users have to worry about being stuck in close proximity after engaging, so they are reliant on Drag Back or Hit and Run to pull them to a safer distance. Ranged Brave units will already be at that longer range after engaging, allowing them to stay relatively safe.
Introduction
Reinhardt is a massive powerhouse of a Player Phase unit, capable of dealing massive amounts of damage due to his unique Dire Thunder tome allowing him to attack twice on initiation. Thanks to being a cavalry unit, he also has excellent mobility, on top of being a ranged unit, which gives him a massive effective range, allowing him to dive in and attack any target as needed. His presence in the meta is undeniable – it’s very telling that one of the very first questions asked of any new green unit is, “Can they survive Reinhardt?”
As far as blue mage cavalry units go, Reinhardt doesn’t have a whole lot of competition. Olwen is not particularly better or worse than Reinhardt, as both tend to play fairly differently, and Ursula is just an inferior version of Olwen. Reinhardt’s dominance over basically all red units and a lot of other colors makes him an easy choice for the blue unit in a team with good color coverage.
Unfortunately, due to his low speed, Reinhardt is vulnerable both on Enemy Phase and on Player Phase versus units that he doesn’t immediately destroy within two hits. He is fairly reliant on teammates to deliver him from dangerous situations, a trait he shares with other offensively oriented units.
Strengths
Massive Damage Output
The combination of Dire Thunder, a decent Attack stat, and class specific buffs (Hone Cavalry) make Reinhardt's offenses incredibly potent, and very difficult to match.
High Mobility
Thanks to being a cavalry unit, Reinhardt enjoys 3 movement, giving him an effective 5 range with his tome.
Good Availability
Being available as a four star unit means that Reinhardt is easy to obtain, to find ideal IVs of, and merge if desired.
Low Investment
While Reinhardt’s base kit isn’t the best, he really only needs Death Blow and a Special to be able to do his job and do it well.
Weaknesses
Low Speed
While Reinhardt has decent Defense and Resistance, he is still susceptible to being KO'd as a result of his awful Speed.
Lacks Versatility
Reinhardt is fairly one-dimensional -- with his standard build, if he can’t KO his target outright, he is not able to contribute as much to the team, due to the high possibility of him being KO'd himself
Too Potent For His Own Good
As a result of being a very popular meta unit, there are now a very large number of counters to Reinhardt. Most units with Distant Def will be difficult to KO, and the Deflect Magic seal is a hard counter to him.
Team Options
Counters
The easiest way of KOing Reinhardt is simply to attack him; he crumbles underneath most competent offensive units due to his low Speed. Reinhardt’s superior mobility combined with his ability to attack at range makes him very difficult to approach; the most reliable method is to allow him to engage and KO him with Enemy Phase units. As a cavalry unit, Reinhardt shares a weakness to anti-cavalry weapons. Lance units can be designed to easily survive Reinhardt even if he is toting Lancebreaker via a +Res refined Berkut’s Lance, which grants a massive boost to Resistance. If all else fails, a fully upgraded Deflect Magic seal can make a huge number of units able to survive Reinhardt.
- Offensive units: Strong offensively oriented units can easily KO Reinhardt for the most part. Some examples include Brave Lyn, Cherche, Minerva, Cecilia, Gunnthrá, and Nino. Even Reinhardt himself will easily destroy enemy Reinhardts.
- Green Enemy Phase Units: Fae, Myrrh, Julia, Deirdre, Sonya, Sheena, and Winter Lissa are the most reliable way of dealing with Reinhardt.
- Anti-Cavalry Weapons: Any unit toting these will completely obliterate Reinhardt. Some units that utilize them are Effie and Micaiah.
- High Resistance Lances: Fjorm and Mathilda can both be built to survive Reinhardt even through Lancebreaker thanks to a +Res refined Berkut's Lance.
- The Deflect Magic Seal: This seal is notable because it presents a hard counter to Reinhardt, as the damage mitigation on the second hit will nullify his greatest advantage. Any high magical bulk unit can run this, but one notable example is Nowi.
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Dire Thunder | A | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Lancebreaker 3 |
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Luna | C | Hone Cavalry |
| S | Attack +3 | ||
This Reinhardt build turns him into a glass cannon that can ORKO most units, even some green units such as Hector. this build is somewhat reliant on dancers to help him get out of sticky situations, however he is capable of obliterating entire maps by himself.
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Dire Thunder | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | R Tomebreaker 2 |
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Moonbow | C | Goad Cavalry |
5*
One of my more fortunate pulls (pulled as a 4*). Classic build but no merges. R Tomebreaker allows Tiny Hands to bait reds... situational obviously.
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Dire Thunder | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Draconic Aura | C | Hone Cavalry |
| S | Brash Assault 3 | ||
This build is meant to melt everything in existence. Since the addition of the brash assault sacred seal, Reinhardt can run a Desperation + Brash Assault build to quad attack units. Desperation ensures that the follow-up gained from Brash Assault will hit before the defender can even think about their inevitable death. Only characters such as Julia or Deirdre have a hope of surviving. (Keep in mind that Brash Assault can only trigger if the defender can counter-attacks, which means this only works on ranged and Distant Counter units. Against standard melee characters, Reinhardt will do the standard double-attack from Dire Thunder.)
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Dire Thunder | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Lancebreaker 3 |
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Moonbow | C | Goad Cavalry |
With his speed already bad the fact he has a brave tome by default makes up for it he is always going to double on each attack. Being a Cavalry unit helps with his mobility making him a threat to anyone who faces him. Moonbow helps out to allow him to deal more damage more frequently and Deathblow adding more bruises to the opponent. The problem is some units with high resistance as green or blue units will be a problem and he will get double almost all the time on enemy's turn so beware of where he is position when your turn ends as he is a sitting duck and having Lancebreaker will only relieve you on incoming lance users only.
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Blárowl+ | A | Close Counter |
|---|---|---|---|
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Reciprocal Aid | B | Quick Riposte 3 |
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Draconic Aura | C | Threaten Spd 3 |
| S | Breath of Life 1 | ||
He’s Reinhardt from Overwatch (wall). I built this monstrosity. It’s very expensive. I have a +atk -spd +2 Reinhardt. It’s fun to funnel AI with this build. For more support Breath of life sacred seal is good. Blárowl provides fury buff on top cavalry boosts. Reciprocal Aid can get him back too 100% quickly in a pinch. Quick repost helps him clap back when threaten spd doesn’t cut it. Renewal can be run for B skill for self sustain. Vantage can also be run if you have a dedicated healer. Partner with Horse Emblem and support units obviously for max horse buffs plus max blarowl buffs. I have a goad a fortify and a hone cavalry. Threaten Spd helps prevent doubles but is flexible. Savage blow might go a long way in helping passively chip away the funnel as they attack you.
Just a fun build if you have the resources to mess around with it.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Blue Tome Users Only
|
50 | 2 | 4 |
| Learns by default at 3 ★ Blue Tome Users Only
|
100 | 2 | 6 |
| Learns by default at 4 ★ Unlocks at 3 ★ Blue Tome Users Only
|
200 | 2 | 9 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 9 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Rising ThunderBefore combat this unit initiates, foes in an area near target
take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Blazing ThunderBefore combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (unit's ATK minus foe's Def or Res).
Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
50 | B |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | B |
| Unlocks at 3 ★ Inheritable by all units.
|
50 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Only inheritable by cavalry units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: Thracia 776
|
|---|

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