Table of Contents
- Default
- Attack
- Special
- Injured
| Seliph - Heir of Light |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 7 | 6 | 7 | 4 |
| Middle | 19 | 8 | 7 | 8 | 5 |
| High | 20 | 9 | 8 | 9 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 44 | 31 | 21 | 26 | 19 |
| Middle | 47 | 34 | 24 | 30 | 22 |
| High | 50 | 37 | 27 | 33 | 25 |
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 |
|---|---|---|---|---|
Both of Seliph’s sets appreciate having more Attack, as they aim to hit back hard after receiving damage. In comparison Seliph can afford to sacrifice any of his other stats as they do not change his matchups significantly.
Boons
-
+ATK: Attack is by far the most desirable boon for Seliph. It lets him hit back harder against the blue mages he attempts to tank and KO.
Neutral
-
HP: HP is a stat of middling importance. Seliph has good physical defenses and lowering HP would reduce that.
-
DEF: Seliph has a decent base 30 Defense, enough to soak physical hits easily. However on the mage tank build, this stat is not important for him.
Banes
-
-SPD: Seliph has base 24 Speed, which means he is likely to be outsped and doubled regardless of investment. Speed is Seliph’s safest stat for a bane.
- -RES: Because of Divine Tyrfing’s effect, Resistance actually has only half value for Seliph. It’s a safe bane on the physical or mage tank sets.
Skill Sets
Magical Tank
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Divine Tyrfing | A | Distant Counter |
|---|---|---|---|
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Reposition Alternate: Draw Back |
B | Wrath 3 |
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Glimmer Alternate: Moonbow |
C | Panic Ploy 3 |
| SP | 2,095 | S | Quickened Pulse |
-
Preferred IV: +ATK / -SPD or -RES
-
Weapon: Divine Tyrfing
-
Assist: Reposition / Draw Back
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Special: Glimmer / Moonbow
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Passive A: Distant Counter
-
Passive B: Wrath
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Passive C: Panic Ploy / Infantry Pulse
-
Sacred Seal: Quickened Pulse
Where Seliph shines over other sword-users is his exceptional magic bulk with Tyrfing and high HP. This build turns him into an effective anti-mage capable of tanking and KO’ing every mage in the game except the Dire Thunder users, Olwen and Reinhardt.
Divine Tyrfing’s effect means that Seliph can take one reduced hit of magical damage. However this also limits him, forcing Seliph to KO his opponent before they can strike again. Distant Counter is essential, letting Seliph trade back damage when he is attacked. Wrath and Glimmer are an excellent combination of skills. Together, they let Seliph fire a powerful Special off the turn he is attacked. Moonbow can be used in place of Glimmer as they have identical performances. Quickened Pulse is essential to activating his Special on the first turn.
Where things become more versatile is in his Assist and C slot skill. Seliph is a great partner for offensive mages and tanks alike. Take Repostion when working alongside tanks, and Draw Back when alongside mages. Seliph is a great Panic Ploy user, but can also wield Infantry Pulse very effectively. Seliph’s high HP makes it nearly guaranteed to trigger on allies with low HP such as offensive mages.
Physical Tank
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Slaying Edge+ (+Def) Alternate: Divine Tyrfing |
A | Steady Breath Alternate: Fury 3 |
|---|---|---|---|
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Reposition Alternate: Draw Back |
B | Wrath 3 Alternate: Quick Riposte 3 |
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Bonfire | C | Panic Ploy 3 Alternate: Hone Atk 3 |
| SP | 1,605 | S | Close Def 3 |
-
Preferred IV: +ATK / -SPD or -RES
-
Weapon: Slaying Edge+ (+Def) / Divine Tyrfing
-
Assist: Reposition / Draw Back
-
Special: Bonfire / Ignis / Moonbow
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Passive A: Steady Breath / Fury
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Passive B: Wrath / Quick Riposte
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Passive C: Panic Ploy / Infantry Pulse / Hone Atk
-
Sacred Seal: Close Def / Quickened Pulse
Thanks to his absurdly good HP and stellar Defense, Seliph fits the bill of a strong physical tank. This set can be run with Divine Tyrfing if desired, and is a good choice for those without the resources needed to build his optimal set. The strategy for this set is to fire off a powerful Special while maximizing Seliph’s Defense.
Steady Breath and Wrath are the best choices, accelerating and strengthening Seliph’s Special. Fury and Quick Riposte are good budget alternatives, however, and running Quick Riposte in B slot means you can use Quickened Pulse or Close Def in his Seal slot.
The most important choice for this build is Seliph’s Special. Depending on which skills are used, the choice of Special changes. A build running Steady Breath, Slaying Edge, and Quickened Pulse can afford to run Ignis, for instance. However, if you aren’t running cooldown shorteners, a weaker Special such as Moonbow can be taken.
Seliph’s choice of Assist and C slot skill depends on his allies. If using Seliph with other tanks, Reposition and Panic Ploy are the best choices. If you’re using him with offensive units or mages, Infantry Pulse or the budget Hone Atk are better.
Introduction
Seliph is the son of Sigurd, and hails from Fire Emblem: Genealogy of the Holy War. He is a red sword-wielding infantry, the typical unit archetype for lords appearing in the game. However, his low Speed and extremely high HP make him quite unlike any other unit.
Previously considered an irredeemably bad unit, Seliph has gained a new lease on life with the Divine Tyrfing. This weapon grants +3 Resistance and reduces the damage of the first magic attack he takes by 50%, making him an excellent magical damage tank.
He can be built to tank either physical or magical damage, but he is far better at the latter, able to tank and revenge KO every mage in the game except for the Dire Thunder users. Seliph requires some investment to shine and does not fit the usual definition of a sword-user, but excels at his niche, making him a choice unit.
Strengths
Excellent magical bulk with Divine Tyrfing.
The Divine Tyrfing’s effects mean that Seliph is one of the best soakers of magical damage in the game. This is the primary factor that makes Seliph so good at countering mages. He also has a respectable 30 Defense, making his defenses fairly well-rounded.
High HP.
Usually considered a dump stat, high HP works in Seliph’s favor thanks to his great mixed bulk. Seliph’s base 47 HP scales very well with his decent defense and Divine Tyrfing. High HP also makes Seliph an excellent user of Panic Ploy, a great general-use skill for handling Blade tome users and class-based teams. Being an Infantry with high HP, Seliph is one of the best users of Infantry Pulse.
Weaknesses
Cripplingly low Speed.
Where he falls down is unsurprisingly, his base 24 Speed. Having low Speed is not a terrible problem for Seliph, as Divine Tyrfing only lets him take one reduced hit meaning he must KO with his first attack. It mainly affects his physical bulk and betrays his otherwise decent 30 Defense.
Can’t build to counter all mages.
Unlike other anti-magic specialists like Sigurd, Faye, and Felicia, Seliph finds himself unable to counter all mages at once. His standard build leaves him open to Reinhardt and Olwen. He can build to counter these units, but this leaves him exposed to others. Compared to Faye and Felicia, Seliph is weaker versus mages, but stronger against melee damage.
Team Options
Counters
Blue units in general are tough for Seliph to beat, due to their damage bonus. He does not have the Speed or raw power to punch through tanks nor the survivability to beat Reinhardt and Olwen.
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Blue Tanks: This archetype of unit is a hard counter to Seliph. Dragons such as Nowi and Corrin-F or others such as Effie, Nephenee, (WE) Robin, and (LA) Eliwood all stop Seliph in his tracks.
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Swordbreakers: Seliph must beware of slow Swordbreaker units such as Alfonse, Chrom and Eldigan. These guys have the power to KO Seliph despite his strong Defense and HP.
- Reinhardt and Olwen: Because they have the same effect as a Brave Weapon, they can circumvent the Divine Tyrfing (Which only reduces one hit) and KO Seliph. He can build against them, but it’s better to leave them to a capable ally.
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Divine Tyrfing | A | Distant Counter |
|---|---|---|---|
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Rally Speed | B | Wrath 3 |
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Aether | C | Infantry Pulse 3 |
| S | Quick Riposte 3 | ||
This is a defensive Seliph, his good HP is for the infantry pulse, or can be swapped with panic ploy, whatever suits your needs at the time. Distant counter takes advantage of his okay resistance and divine tyrfing. Aether is just there for arena scoring, can be replaced with bonfire or ignis. Wrath can be replaced with quick riposte if it is not available, just at the cost of a quicker special. The seal is very flexible, just quick riposte, deflect magic for more magic defense, or distant defense, even panic ploy. The boon/bane could be +HP, -SPD to further capitalize on his HP, or +ATK, basically anything can be usable with -SPD.
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Armorsmasher+ (+Def) | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Swap | B | Swordbreaker 3 |
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Ignis | C | Spur Def/Res 2 |
| S | Defense +3 | ||
This build is designed, purely for the meme novelty of having Seliph be a Zelgius counter. Yes, I’m uploading this to Gamepress because they need to know I never forgot their meme.
Brazen Atk/Def makes him tank more, Swordbreaker is purely to stop Zelgius in his track, as is Armoursmasher and Spur Def/Res is for support.
This build is hilarious and it works.
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Divine Tyrfing | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Infantry Pulse 3 |
| S | Deflect Melee 3 | ||
Aether helps with giving some HP, even when he is a tank. This build should make you take hits from some counters and give some life when you use to battle. Infantry helps charge Aether quick. Overall, this build should be pretty solid, and I hope it works out for you. P.S. Steady Breath can be subbed for Warding Breath.
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Brave Sword | A | Earth Boost 3 |
|---|---|---|---|
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Rally Spd/Def | B | Brash Assault 3 |
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Ignis | C | Spur Spd/Def 2 |
| S | HP/Res 2 | ||
Preferable iv +def (+ atk can work too, but require more buffs to defence) - res or spd
Main reason for this build is to support and tank but to keep potential to OHRKO greens and reds with relative success.
Brave sword is taken for it double hit, it's here to get special trigget to 0 a bit faster, not to deal damage.
Double rally taken to support his teammates.
Ignis taken for obvious reason, he needs as much damage as he can get, thanks to brave weapon he lacks that damage so ignis is here to help.
Earthboost helps a lot if Seliph can trigger it, to minimise damage taken, he wont be able to survive hyper offencive sword lords even with eartboost but can survive Raven with it.
Brash assault is here to give him opportunity to quad.
Spur spd/def to further increase supportive capabilities, hone can be just as good or even better depends on your needs.
When it comes for seals it's raher hard decision, he wants some more hp (or refined slaynig edge with def refine) so he can trigger boost more reliably, hp+5 or hp res 2 (if only i could give him hp def 2) or deflect mele since this build forces him into tanking physical damage not magical.
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Slaying Edge+ (+Def) | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Rally Spd/Def | B | Brash Assault 3 |
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Bonfire | C | Odd Def Wave 3 |
| S | Deflect Melee 3 | ||
Expensive support tank set to use brash assault and fire off bonfire to nuke physical units in another dimention. Alternatively ignis can be chosen if bonfire isnt doing enough.
Preferable iv +atk or def - spd or res.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Rally SpeedGrants Spd +4 to an adjacent ally until the end of the turn
Learns by default at 4 ★ Unlocks at 3 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
40 | A |
| Unlocks at 3 ★ Inheritable by all units.
|
80 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
160 | A |
| Unlocks at 3 ★ Inheritable by all units.
|
50 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
Other Info
| Origin |
Fire Emblem: Genealogy of the Holy War
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes