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
-
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
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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
-
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.
-
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.
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Tyrfing | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Atk Ploy 3 |
| S | Close Def 3 | ||
Divine Tyrfing's day off. The idea of this build is to utilize Tyrfing. Pretty much for fun and because Seliph kind of sucks, and to save your Divine Dew, (yeah saving is important here apparently; disregard the fact that I'm using a Brazen Skill on him.)
Alright uhh to sum this build up, it's essentially big boy defense stack Seliph hence me keeping Tyrfing for it's Defiant Defense 2. (good choice yea)
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Divine Tyrfing | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Infantry Pulse 3 |
| S | Deflect Melee 3 | ||
This is a strong defensive build for Seliph, basically mimicking his father Sigurd, except since he's an infantry unit he gets access to Infantry Pulse while also having a highest base HP stat to use Panic Ploy effectively.
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Tyrfing | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Rally Speed | B | Wrath 3 |
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Ignis | C | Threaten Atk 3 |
| S | Defense +3 | ||
This build is designed to actually make use of Tyrfing and turn Seliph into the ultimate physical tank when under 50% HP. +Def/-Res IVs are meant to capitalize on Tyrfing's innate ability. Brazen Atk/Def adds upon this giving Seliph +11 def when HP < 50%. Wrath adds damage to Seliph's already powerful Ignis as well as lowers its cooldown. Threaten Atk enables him to take little to no damage from hard hitting melee units, further complimenting his tanking abilities. Defense +3 adds more to his bulk as well as his Ignis damage.
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Divine Tyrfing | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Infantry Pulse 3 |
| S | Deflect Magic 3 | ||
Just like Dad.
Seliph is one of many units to come away a winner in the weapon refinery. Access to his father's sword allows him to emulate his signature build, and this is further bolstered by access to the utterly broken Breath skills, something his father cannot claim to do.
Divine Tyrfing and Deflect Magic seal are the major setpieces here, as they allow Seliph to patch up his pathetic res stat and otherwise massively improve his matchup against mages.
Steady Breath is the A skill of choice, boosting his defense and giving him cooldown reduction per hit. This is vital for Seliph to allow him the chance to retaliate with a powerful special, while still keeping his matchups against archers and melee units close. It is best paired up with Ignis, as most mages will double Seliph due to his low speed, allowing him to charge it up more quickly.
The B slot is generally finicky between Quick Riposte and Swordbreaker. Swordbreaker lets him shut down strong sword units like Ayra or Mia, while Quick Riposte gives him a better advantage against slower units that could possibly give him trouble. Ultimately, it comes down to preference and team composition.
Seliph's HP means he is a solid choice for a skill like Infantry Pulse or Panic Ploy. If those are not available, then a Threaten Atk or Def skill will do the job nicely.
Finally, a Fire Blessing can be used to boost his defense further, while a Wind Blessing can be used to further patch up his resistance.
IV spread here is +Atk and one of either -Spd or -Res.
Budget choices:
Special: Dragon Fang, Bonfire
A slot: Warding Breath (only technically as Trike is a much stronger unit overall and sacrificing him is a tough pill to swallow for non-whales)
B slot: Swordbreaker
C slot: Threaten Atk/Def
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Divine Tyrfing | A | Warding Breath |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 |
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Ignis | C | Hone Atk 3 |
| S | Deflect Magic 3 | ||
Stats pictured at 5★, Lv. 40, and +10. IVs: +Atk/-Spe.
Title: Magic is (Not) Everything
A bit of a meme build, but a surprisingly useful one meant to run around the Arena. Divine Tyrfing and Deflect Magic stack with one another when the enemy attacks, and it makes for deceptively tanky sword users when put in the hands of a Divine Tyrfing wielder. A build like this could conceivably work with Sigurd, but Seliph has access to one thing that his father does not; Warding Breath.
When an enemy mage attacks Seliph, they must first go over the hurdle of Divine Tyrfing's 50% reduction, and for further consecutive damage, Deflect Magic's 80% reduction. With Warding Breath's assistance, Seliph reaches a decent 33 resistance on the enemy phase, making the hurdle even higher to get a one round KO on him. Reinhardt has trouble with bringing him down buffed, bringing the boy down to 5 HP if he is the one to attack him first. With Warding Breath's help and Seliph's low speed, he can have Ignis all charged up and ready on retaliation, bringing down all but +HP Reinhardts. Mages will need an effective 74 Attack to KO him in one round.
B and C skills are flexible; Swordbreaker can improve his matchups against his fellow swords in the B slot, while Threaten Def can help him secure KOs on the C. Vantage could also be run, along with Hone Atk to support the rest of the team.
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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