Table of Contents
- Default
- Attack
- Special
- Injured
| Seliph - Heir of Light |
|---|
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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
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+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.
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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
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-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 |
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Preferred IV: +ATK / -SPD or -RES
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Weapon: Divine Tyrfing
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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
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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 |
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Preferred IV: +ATK / -SPD or -RES
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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 | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Panic Ploy 3 |
| S | Distant Def 3 | ||
IVs: +HP/Res, -Spd
While Sigurd shrugs off magical attacks, Seliph his son has been left in the shadows and often been victim to them. With the weapon refinery, Seliph finally has access to the magical Divine Tyrfing, and this build will expand on its capabilities.
One of the reasons Seliph struggles with surviving even with Divine Tyrfing is because of the lack of Crusader's Ward. As such, Seliph needs as much bulk, real or artificial, as he can possibly get. +HP is taken for this purpose due to being able to use Panic Ploy to essentially create pseudo bulk against foes such as bladetome users by crippling them. His a and b slots are the standard fair Distant Counter with Quick Riposte, which are combined with Bonfire to maximize his counterattack damage.
If running this build, Seliph greatly appreciates either Deflect Magic or Distant Def 3 as seals, due to them increasing his still subpar survivability against magic.
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Divine Tyrfing | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Atk Smoke 3 |
| S | Deflect Magic 3 | ||
I thought i would get ahead of the game with weapon upgrading being an upcoming mechanic, with the first set of Seliph using his father's divine tyrfing. Access to this weapon alone pushes seliph a few spots up on the tier list, but this set is the most optimal build i could think of. His high hp and def lead to him being able to bait melee units and easily survive the mages that once struck fear in his heart. Deflect magic is taken for synergy with his weapon to minimize incoming magic damage. When baiting, if he is doubled, he has 37 def and 47 hp and a guarunteed Aether to heal up the damage. The reason he has atk smoke is to be able to take a hit from a mage and bait a melee unit at the same time, applying atk-7 to whichever unit attacks second.
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Divine Tyrfing | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Aegis | C | Infantry Pulse 3 |
| S | Deflect Magic 3 | ||
Specialized, mostly meme set Seliph build designed to "counter" Reinhardt via Divine Tyrfing, Deflect Magic, Shield Pulse, and Aegis.
Passive A is flexible; I have Distant Counter so he can be an answer to other mages or bait out powerful Bladetome users with squishy defense. Options such as Fury, Distant Defense, Steady Breath, or Warding Stance can work well here.
Passive B can be substituted for any number of things: Vantage can be taken for the classic Distant Counter + Vantage combination, Quick Riposte to patch up his speed weakness (it is his lowest stat, so it's advisable to dump it), or specialized options such as Renewal, or Swordbreaker.
Passive C infantry pulse is taken for my personal team consisting of three other infantry units, but is otherwise flexible. He's got 32 res so perhaps you could make use of a Ploy.
Seal taken is Deflect Magic for Reinhardt. Offensive builds may want to use Brash Assault, or for extra utility, the Atk Smoke seal.
No reason not to use Divine Tyrfing, Support skill is always flexible. Special taken here is Aegis, but an offensive build will want a skill like Draconic Aura or either Bonfire or Iceberg, depending on your choice of Boon/Bane. Now, assuming you have an infantry pulse unit on your team it can be up on turn 1 and allow you to duel Reinhardt (provided you are at equal merge levels; the calcs I ran were for a 4 stars +10 Seliph vs. a 5 stars +10 Reinhardt). Sacred Cowl can be taken for the same effect, minus the infantry pulse. Lastly, in order to truly duel Reinhardt, he'll need a res buff, and at least a C support, standing next to someone holding the Spur Res seal (even if it's level one it will work).
The reason Aegis is taken over Sacred Cowl is because: https://imgur.com/oFPiGAp
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Brave Sword+ | A | Sturdy Blow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Draconic Aura | C | Hone Atk 3 |
| S | Brash Assault 2 | ||
By completely scrapping his base kit, this Seliph is now able to deal out considerable damage during player phase and, when his HP hits that <40% threshold, he's able to quad. He has decent enough Def to make it work, but it's still a niche and expensive build.
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Wo Dao+ | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 |
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Moonbow | C | Threaten Spd 3 |
| S | Panic Ploy 3 | ||
This Seliph build may seem eccentric at first, but fret not, decking out your Seliph with these skills will help push him to the top of his potential. While Wo Dao+ seems like an odd choice for a non-speedy sword, it actually sees massive mileage with the kit I've given Seliph. With Swordbreaker, Seliph annihilates all sword units in the game (with the exception of armors), even the newly introduced problems called Sigurd and Ayra. With a +Attack nature, Seliph's attack even with a Wo Dao+ will hit a high 53 with Fury and no merges. This small attack dip does come at the cost of a sword with a way better effect than Tyrfing. (Geez Seliph, why couldn't you be like your father in that regard at least?).
With 53 Attack, Seliph with a Wo Dao+ and charged Moonbow can sincerely pack a huge punch, and even dent some tankier blues.
With 47 HP, the Panic Ploy 3 seal will hit everyone it needs to (low HP bladetome mages, Horse Emblem, a good portion of Flier Emblem.).
The C Skill and Support Skill are loose for the most part. Threaten Spd 3 is actually a little nifty to help out the rest of your team. If you willed Seliph to inherit SOMETHING from his father, you could put Speed Smoke 3 here.
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