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
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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
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Assist: Reposition / Draw Back
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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
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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 | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Panic Ploy 3 |
| S | Deflect Magic 3 | ||
Deflect Magic is pretty good on him... I'm looking at you, Gamepress! He's +10 w/ Summoner Support.
He rarely dies with the good ol' Steady Breath+Aether combo. Mages do shockingly little to him. Ex: Ishtar in lunatic story maps does 30 damage to him when he's unbuffed, AND Ishtar has her Odd Atk Wave buff AND her Moonbow procs.
Also there's a reason I chose -HP rather than -Spd. 30 Spd plus a visible Spd buff is enough to avoid key double attacks from some strong units, so the payoff is much better than 3 extra HP.
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Slaying Edge+ (+Res) | A | Warding Breath |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Iceberg | C | Atk Smoke 3 |
| S | Close Def 3 | ||
This Seliph set is a primarily EP focused duelist set for physical units and dragons. The idea here is to return a Wrath boosted Iceberg using the boosts from Warding Breath and Close Def. With this set he has 88 Physical bulk and 87 Magical Bulk on EP. Atk Smoke is meant to add to his bulk by lowering the enemies Atk by -7. Wrath is also useful here in that it also charges your special outside of combat, so you can also do some PP action as well. Seliph wants a boon in his Res to bring his res up to more respectable levels, while having a bane in his Spd doesn't affect his match ups too much. Divine Tyrfing is also a (budget) option for him, but is not as useful due to not having -1 CD as an effect and thus returning an Iceberg every counter, not to mention the Res boost from a refined Slaying Edge being more useful and higher. Overall, Seliph may be outclassed as a sword user in some aspects, but can find a respectable niche as a mixed tank duelist
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Divine Tyrfing | A | Brazen Def/Res 3 |
|---|---|---|---|
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Rally Atk/Spd | B | Wrath 3 |
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Aether | C | Atk Smoke 3 |
| S | Deflect Magic 3 | ||
This Seliph is pretty self explanatory, he tanks everything, every phase. His plus defense iv help boost his mediocre defensive stat while the minus hp prevents from taking away from his already disappointing speed stat allowing him to prevent being doubled by slow, heavy hitting melee units. Divine Tyrfing boosts his resistance as well as his magic tanking capabilities. Brazen Def/Res further increases both of his defensive capabilities. Wrath and Aether help keep Seliph at the very top of the brazen range, enabling him to always be at peak performance. Attack Smoke's AOE debuff further compliments his tanking abilities by weakening the surrounding enemies attack after any combat. Finally deflect magic ensures that Seliph is a hardy mage tank able to survive hits even from Reinhardt.
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Divine Tyrfing | A | Warding Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Infantry Pulse 3 |
| S | Deflect Magic 3 | ||
This build with or without Summoner Support allows Seliph to perform as a enemy phase mixed tank, being able tank the strongest hits even from Blue Tome units like a Life and Death +ATK Delthea and Reinhardt, and tank reliably against Axe and decent amount of Sword units like Ryoma and Ike, but has trouble against units like Ayra and Mia if he doesn't have his special ready. He also has decent match ups against dragons, as long as he is the one being attacked.
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Divine Tyrfing | A | Warding Breath |
|---|---|---|---|
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Reciprocal Aid | B | Wrath 3 |
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Aether | C | Odd Atk Wave 3 |
| S | Deflect Magic 3 | ||
Your aim in this build is to tank a mage on enemy phase, and counter on player phase with stat/special buffs.
A Spd bane is best for this build, because you want to be double by enemy mages any time your attacked. When doubled by a mage, you charge your special by 4, plus bonus 4 Res from Warding Breath, and damage is reduced by 50% on attack 1, and 80% on attack 2+. You hope to be just under 75% HP at the start of the next turn, meaning Aether is charged, and you gain +6 Atk if it's an odd numbered turn. With an Atk Boon, this means your next attack will be:
[ 59Atk - (EnemyDef * .5) +10 {Heal 50% Dmg Dealt} ]
Plenty to destroy the enemy, and also recover all your HP, ready to tank another mage.
Lastly, the Assist Skill is flexible, but I prefer Reciprocal Aid, so that even if the enemy team doesn't run any mages, he can be used as an HP refresh for an ally.
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
|
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Fate Grand Order
Dragonball Legends

IV Calc
Heroes