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Tier Rating

Analysis by Cecil
Seliph - Heir of Light

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 47
ATK 34
SPD 24
DEF 30
RES 22

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 7 6 7 4
Middle 19 8 7 8 5
High 20 9 8 9 6

Level 40 Stat Variations
5★
4★
3★
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.
HPATKSPDDEFRES

Seliph’s statline is lopsided, featuring great Attack, HP, and Defense while sacrificing Speed and Resistance. Because of his Tyrfing’s effect, Seliph does not mind being hit with follow-up attacks, reducing the effectiveness of his Speed. His most important stat is Attack, followed up by HP, Defense, and Resistance.

Assets

  • +ATK: Seliph is gifted with a great base Attack stat of 34. While not as high as some other units, it’s one of his best traits and should be maximized where possible. 

Neutral

  • HP: At base 47, Seliph boasts one of the highest base HP stats for an infantry unit. He’s a perfect candidate for Infantry Pulse. He relies on his massive HP pool to survive magical attacks and keep his Tyrfing’s condition active. 

  • DEF: Another vital stat for Seliph, it gets a further +5 boost from the effects of a refined Tyrfing. A flaw in Defense will reduce it by four.

  • RES: Seliph isn’t too focused around his Resistance, instead relying on his huge HP to soak up magical damage. Even still, reducing his Resistance isn’t recommended, as it will affect his matchups against dragons.

Flaws

  • -SPD: Seliph always runs Quick Riposte, and the effects of Divine Tyrfing mean that he can nearly always take a second hit from enemies. He really isn’t worried about winning Speed battles, making this his best stat for a flaw.

Skill Sets

Redemption Arc (General tank)

Recommended
Tyrfing (+Eff) A Distant Counter
Alternate: Atk/Res Bond 3
Rally Up Atk+
Alternate: Swap
B Chill Def 3
Alternate: Quick Riposte 3
Glimmer
Alternate: Reprisal
C Infantry Pulse 3
Alternate: Panic Ploy 3
SP2470SQuick Riposte 3
Alternate: Atk/Def Bond 3

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK / -SPD

  • Weapon: Tyrfing (+Eff)

  • Assist: Rally Up Atk+ / Swap / Reposition

  • Special: Glimmer / Reprisal

  • Passive A: Distant Counter / Atk/Res Bond / Fury

  • Passive B: Chill Def / Quick Riposte / Swordbreaker

  • Passive C: Infantry Pulse / Panic Ploy / Drive Atk

  • Sacred Seal: Quick Riposte / Atk/Def Bond

With his new weapon in hand, Seliph has fully completed his redemption arc. Having gone from a bad unit to being overshadowed by his father, he is now one of the best general tanks in the game. This set maximizes his potential to take damage and retaliate with a deadly counterattack.

The two keys to his success are his Tyrfing and Quick Riposte. When Seliph is attacked, he cannot be OHKO’d, and the effects of Tyrfing mean he is very unlikely to be 2HKO’d. Only a small subset of units can attack more than twice, and even fewer can survive two retaliations from Seliph. This skill combo is very effective, allowing Seliph to cheese out wins against a large percentage of enemy units.

From there, his Tyrfing refine and Chill Defense serve to increase Seliph’s power. If more Defense is required, Seliph can take Quick Riposte in his B slot and instead opt for Atk/Def Bond in his seal slot. This is slightly weaker overall, but still an effective option and is cheaper inheritance-wise. Swordbreaker and Quick Riposte is an effective budget alternative.

Distant Counter is very important, as it allows Seliph to retaliate and one-round enemies. If Distant Counter is unavailable, Atk/Res Bond or Fury are good alternatives. However, they will require Seliph to use his action next turn to retaliate on ranged foes. Reprisal is slightly stronger than Glimmer when Seliph is at 1 HP, but Glimmer is more reliable overall, so it is preferred in the majority of cases (and especially when Seliph can receive healing support).

Infantry Pulse is the preferred choice of C slot skill thanks to Seliph’s high base HP. He can also use Panic Ploy well, but on mixed teams, should take Drive Atk instead. Rally Up Atk+ is the best Assist skill, but Swap or Reposition is an effective budget choice that gives Seliph more movement options on the field.

Sweet Vengeance (Mixed Phase Set)

Tyrfing (+Eff) A Life and Death 3
Rally Up Atk+
Alternate: Swap
B Special Spiral 3
Reprisal C Infantry Pulse 3
Alternate: Odd Atk Wave 3
SP2320SQuick Riposte 3
Alternate: Brazen Atk/Res 3

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK / -SPD or -DEF or -RES

  • Weapon: Tyrfing (+Eff)

  • Assist: Rally Up Atk+ / Swap / Reposition

  • Special: Reprisal

  • Passive A: Life and Death

  • Passive B: Special Spiral

  • Passive C: Infantry Pulse / Odd Atk Wave

  • Sacred Seal: Quick Riposte / Brazen Atk/Res

If you feel like Seliph should be the kind of son who exacts cold vengeance for the death of his parents, this is the perfect set. It starts Seliph off as a tank (although not as reliably as the first set) before seeing him become a deadly attacker at low HP. This is a strong but less reliable build than Seliph’s tank set and requires stricter skill choices than the first.

Tyrfing’s ability to let Seliph survive means he can very reliably reach low HP. Life and Death gives a strong stat boost that incidentally increases the amount of damage Seliph takes, powering up his Reprisal activations. Special Spiral ensures that Seliph always has Reprisal ready, allowing it to be triggered whenever Seliph initiates combat.

Quick Riposte is recommended, as he’ll want to get a follow-up attack during his first combat. It is not strictly required, but often allows Seliph to score a KO as he transitions into low HP. Brazen skills are a good alternative that strengthens his low-HP offensive power.

Infantry Pulse is again recommended due to his high base HP, with Odd Atk Wave as a great secondary choice to boost Seliph’s attack power. Rally Up Atk+ is the best Assist skill, but Swap or Reposition is an effective budget choice that gives Seliph more movement options on the field.

Introduction

Seliph, Heir of Light is one of the protagonists of Genealogy of the Holy War, being the champion of the second generation. He appears as a red sword-wielding infantry, notable for his great Attack and HP, and the ability to wield multiple variants of the divine sword Tyrfing. He has amazing Attack and physical defense, but low Speed and his refine (granting him the effects of Atk/Def Bond 3) make him tough to use as an attacker.

Seliph can use both the regular and Divine Tyrfing, giving him more build paths than his father. He has great Attack and HP, allowing him to retaliate hard and soak up a lot of damage. And although his Speed is low for a sword user, it is of little consequence due to the effects of Tyrfing. His strongest role is that of a general tank, using his Tyrfing’s refine to cheese wins in fights he has no business surviving.

Ultimately, Seliph is one of the best pure tanks in the game, outdoing nearly every other unit on the enemy phase. His primary issue is a reliance on HP thresholds: Seliph often exits combat on just one HP, making it hard for him to punch through multiple enemies under normal circumstances. He also has little mixed phase capability, being a poor attacker with low Speed.

Strengths

Great Attack and HP

Right off the bat, Seliph’s most obvious advantages are his Attack and HP. 34 isn’t as high as some units but is more than enough to get the job done and receives a further +5 boost from Tyrfing once refined. Seliph weighs in at base 47 HP, making him one of the highest of all Infantry units. This makes him a perfect candidate for Panic Ploy, Infantry Pulse or other HP-related skills.

Ridiculous survivability thanks to Tyrfing

Because Tyrfing protects him from death when he is above one HP, he is rarely worried about taking more than one hit during combat. Seliph is one of the only units in the game who can take follow-up attacks and still survive to win a duel. This also means that Speed is not an issue for Seliph defensively.

Weaknesses

Limited to one phase of combat

Most of Seliph’s tools only serve to help him on the enemy phase. Seliph has trouble scoring follow-up hits when attacking due to his low base Speed. Additionally, Bond skills (which he gains with a refined Tyrfing) are much harder to use when moving Seliph in to initiate combat.

Relies heavily on HP thresholds

Although Seliph’s Tyrfing stops him from dropping below one HP, he will often exit combat on critically low HP. Because his Tyrfing’s effects only work when he enters combat at above half health, this can limit Seliph to just one fight per map (unless he is healed). He also relies on Quick Riposte, which has a health threshold of above 70%.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
TyrfingGrants Def+4 in battle if unit's HP ≤ 50%
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

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 ★
1 150

Passive Skills

Passive Skills SP Slot
HP +3Grants +3 to max HP.
Inheritable by all units.
40
A
HP +4Grants +4 to max HP.
Inheritable by all units.
Unlocks at 3 ★
80
A
HP +5Grants +5 to max HP.
Inheritable by all units.
Unlocks at 4 ★
160
A
Brash Assault 1Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.
Inheritable by all units.
Unlocks at 3 ★
50
B
Brash Assault 2Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.
Inheritable by all units.
Unlocks at 4 ★
100
B
Brash Assault 3If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack.
Inheritable by all units.
Unlocks at 5 ★
200
B

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

Banners Featured In

Official Hero Artwork