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.
-
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 |
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Preferred IV: +ATK / -SPD or -RES
-
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 |
-
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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Tyrfing | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Threaten Atk 3 |
| S | Squad Ace B 1 | ||
This is a very expensive all mighty set that allows Seliph to beat powerful blue units like Effie and REINHARDT even when over 50% hp giving him an insane 173 wins and 3 loses
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Tyrfing | A | Defiant Def 3 |
|---|---|---|---|
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Reciprocal Aid | B | Brash Assault 3 |
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Reprisal | C | Threaten Atk 3 |
A build I call "Seliph's Final Stand".
The idea with this build is to run Seliph at 23 HP or less so that Defiant Def and Tyrfing activate, bringing his Defense to 41 in battle. Reciprocal Aid is used to bring his HP to this point more reliably, as many other units can dip to that relatively safe number before him.
Pair this with Brash Assault and attack anyone that can counter you back to activate it. With 41 Defense, and potentially a Threaten Atk, Seliph will take next to no damage from any non-lance attackers.
The corner-piece of this is in Reprisal. As Reprisal has a 2-turn activation, it is guaranteed to activate in every proceeding battle, unless the enemy unit has Guard. IE Seliph attacks (1), enemy counters (Ready), and Seliph immediately triggers it. As you're running around with less than half health, it will add at minimum 8 in the attack, but assuming Seliph has taken more damage, it increases in its effectiveness. If you don't want Seliph to run such and attempt to keep him around the threshold, Moonbow is an alternative.
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Tyrfing | A | Wind Boost 3 |
|---|---|---|---|
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Rally Speed | B | Quick Riposte 3 |
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Bonfire | C | Threaten Atk 3 |
With the HP+3 seal he will have 50 hp, along with plus defence at 33 and windboost with an ardent sacrifice or Wrathful Staff healer keeping him topped he gets another plus 6 to his defense making him have 39 and with hone defence. Along with a boost in defence from a rally or hone 3 it will give him 43 defence making him rather tanky.
Also hi, I'm from Canada so I use "defence," instead of "defense."
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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