Table of Contents

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

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

Recommended
Divine Tyrfing A Distant Counter
Reposition
Alternate: Draw Back
B Wrath 3
Glimmer
Alternate: Moonbow
C Panic Ploy 3
SP2,095SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK / -SPD or -RES

  • Weapon: Divine Tyrfing

  • Assist: Reposition / Draw Back

  • Special: Glimmer / Moonbow

  • Passive A: Distant Counter

  • Passive B: Wrath

  • 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

Slaying Edge+ (+Def)
Alternate: Divine Tyrfing
A Steady Breath
Alternate: Fury 3
Reposition
Alternate: Draw Back
B Wrath 3
Alternate: Quick Riposte 3
Bonfire C Panic Ploy 3
Alternate: Hone Atk 3
SP1,605SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -SPD or -RES

  • Weapon: Slaying Edge+ (+Def) / Divine Tyrfing

  • Assist: Reposition / Draw Back

  • Special: Bonfire / Ignis / Moonbow

  • Passive A: Steady Breath / Fury

  • Passive B: Wrath / Quick Riposte

  • 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

Seliph’s ability to tank magical damage makes him a great partner to units who focus on surviving physical assaults. He also appreciates the abilities of a teammate who can beat Reinhardt and Olwen, cavalry mages he cannot.

  • Green Tanks: Brave Ike, Hector, (LA) Hector, (WE) Chrom and Amelia are all capable physical tanks who form a strong core with Seliph. Some of these units come with Distant Counter and can beat Reinhardt and Olwen for Seliph.

  • Blue Tanks: Seliph works well when paired up with blue tanks such as Nowi, Corrin-F, Effie, (WE) Robin and (LA) Eliwood. He can punch through the strong green tanks that wall these units. And he’s great at taking out Julia and Deirdre for the blue dragons.

  • Offensive mages: Seliph works best with green mages, due to their color coverage and ability to KO Reinhardt and Olwen. Offensive types such as Nino, Soren, and Rhajat work best with Seliph who can support them with buffs or Reposition.

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.

  • 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.

  • 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.

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 ★
Unlocks at 3 ★
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.
Unlocks at 3 ★
Inheritable by all units.
80
A
HP +5Grants +5 to max HP.
Unlocks at 4 ★
Inheritable by all units.
160
A
Brash Assault 1Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.
Unlocks at 3 ★
Inheritable by all units.
50
B
Brash Assault 2Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.
Unlocks at 4 ★
Inheritable by all units.
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.
Unlocks at 5 ★
Inheritable by all units.
200
B

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

Banners Featured In

Official Hero Artwork