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Table of Contents

Tier Rating

Analysis by Lunare
Selkie - Free Spirit

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
156
HP 35
ATK 29
SPD 38
DEF 19
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 6 9 3 8
Middle 16 7 10 4 9
High 17 8 11 5 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 32 25 35 16 32
Middle 35 29 38 19 35
High 39 32 41 22 38

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

Assets

  • +ATK: Selkie wields a rather mediocre base 29 Attack. Though this stat can be improved through her passive skills and Foxkit Fang, a +ATK Asset can still greatly improve her damage output.
  • +RES: While questionable on most other heroes, Selkie can take great advantage from a +RES Asset. Not only does this improve her combat matchup against dragon heroes, but it improves Selkie’s likelihood to gain a large bonus to all of her combat stats thanks to Foxkit Fang. This
  • +SPD: Selkie’s base Speed of 38 is already fantastic. While she’s likely to gain bonus Speed through her passive skills, a +SPD Asset is still useful to have and can improve Selkie’s combat against high Speed heroes.

Flaws

  • -HP: Selkie’s base HP sits at 35, and while such a low value should be preserved as much as possible, all of Selkie’s other stats with the exception of Defense are more important to her.
  • -DEF: Although Selkie’s base Defense is very poor, she can reach a much more useful base 27 Defense if she has 16 more Resistance than her opponent. Though this sounds a difficult challenge, many heroes possess low Resistance, and with Selkie’s superb base she can gain significant boosts. With that said, this is still one of Selkie’s preferred banes as, while important, her other stats impact her much more significantly.

Skill Sets

Frivolous Fox (Offensive Player Phase)

Recommended
Foxkit Fang A Fury (3 or 4)
Alternate: Atk/Spd Bond 3
Reposition B Chill Def 3
Alternate: Desperation 3
Iceberg C Even Res Wave 3
SP1025SDarting Blow 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -DEF
  • Weapon: Foxkit Fang
  • Assist: Reposition / Flexible
  • Special: Iceberg / Glacies
  • Passive A: Fury / Atk/Spd Bond
  • Passive B: Chill Def / Desperation / Sabotage Atk / Chill Res
  • Passive C: Even Res Wave / Even Atk Wave / Flexible
  • Sacred Seal: Darting Blow / Brazen Atk/Res / Attack +3

This build aims to carve Selkie an offensive role suitable for Player Phase. +ATK is the most desirable Asset as it offers the greatest value by improving Selkie’s damage output considerably. Foxkit Fang influences many of the skill choices here: Selkie’s naturally high Resistance and the bonus stats to be gained from exceeding her opponent’s Resistance promotes the use of many combat oriented stats that improve this effect. With as high a Resistance stat as she has, Iceberg or Glacies are the logical choice for Selkie’s Special.

Fury is one of the most widely useful skills Selkie can use, as she benefits greatly from the Attack and Speed bonus, as well as the extra Resistance. This skill is one of Selkie’s most competitive options thanks to its great accessibility and usefulness, though Atk/Spd Bond in her base kit will offer a more straightforward combat bonus without the penalty to her HP. Note that Resistance boosting skills like Warding Blow, Atk/Res Solo and Atk/Res Bond will not impact Foxkit Fang: this effect is calculated without the consideration of combat bonuses.

As Selkie is limited for choice when it comes to B slot skills, Chill Def is one of her best options. This debuff, alongside the transformation effect of Foxkit Fang, allows Selkie to deal massively improved damage after a total debuff of -11 Defense on her Chill Def target. Chill Res is a possible alternative for those looking to capitalise on Foxkit Fang’s effect, though this is generally ill-advised. Desperation, and her base skill Sabotage Atk are also worth consideration.

Even Res Wave is accessible in her base kit and complements Foxkit Fang nicely, making it the obvious choice. Darting Blow makes up for the Selkie’s minimal Speed investment through her other skills, and places her at a respectable 44 Speed upon initiation. Other Sacred Seal choices are largely down to preference, but the best choices will further improve Selkie’s offensive potential.

Kid-like Kit (Enemy Phase Tank)

Foxkit Fang A Distant Counter
Reposition B Chill Def 3
Iceberg C Even Res Wave 3
SP1475SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +RES / -DEF
  • Weapon: Foxkit Fang
  • Assist: Reposition / Flexible
  • Special: Iceberg / Glacies / Aether
  • Passive A: Distant Counter / Fort. Def/Res / Fury
  • Passive B: Chill Def / Sabotage Atk / Chill Res
  • Passive C: Even Res Wave / Even Atk Wave / Flexible
  • Sacred Seal: Quick Riposte / Darting Stance / Brazen Atk/Res

In complete contrast to the previous build, this build serves to improve Selkie’s defensive prowess. +RES is the recommended Asset here, as high Resistance will augment all of Selkie’s other stats through Foxkit Fang. There are few changes to Selkie’s other skills with two exceptions: the A and S slot skills.

For Selkie’s A slot, she has two major choices. Distant Counter allows Selkie to combat mages and other ranged attackers, whereas Fort. Def/Res provides the greatest defensive bonus available, while also potentially improving Selkie’s other stats through the additional Resistance. If Selkie won’t be needed to fight ranged opponents, Fort. Def/Res is the clear choice, otherwise Distant Counter is a valuable choice worth consideration.

Selkie’s Sacred Seal is more straightforward: both of the best options aim to ensure that Selkie can make follow-up attacks against enemy heroes. Quick Riposte guarantees that Selkie can make follow-up attacks against any enemy, excluding heroes using skills such as Null Follow-up, whereas Darting Stance pushes Selkie’s Speed to 44 when defending allowing her to make natural follow-up attacks against many heroes. This ultimately comes down to preference. Alternatively, Brazen Atk/Res is a strong choice for those looking for a more aggressive option, but remember that the bonus Resistance from this skill will not influence Foxkit Fang.

Introduction

The playful kitsune Selkie emerges as a beast hero with exceptional Speed and Resistance. Considered equivalent to cavalry among beasts, despite the lack of a mount, Selkie can move three tiles in a turn without the need for transformation bonuses. However, this comes with the typical drawbacks of cavalry heroes: Selkie cannot traverse forest tiles, is penalised when traversing trenches, suffers a lower BST and is vulnerable to cavalry-effective weapons.

This tradeoff is made worthwhile thanks to Selkie’s fantastic unique weapon and complementary base stat spread. The Foxkit Fang grants Selkie bonus Resistance, in addition a variable bonus to all of her combat stats against all non-tome and staff heroes. This bonus can potentially reach a stellar +8, effectively pushing her base stats to 35/37/46/27/43 before considering any of her skills. This bonus is equivalent to 50% of the difference between Selkie’s Resistance and that of her opponent, capping at a +8 bonus. In addition, initiating combat allows Selkie to debuff her opponent’s Attack and Defense, as well as deny any possible follow-up attacks. Foxkit Fang alone makes Selkie a much more competent unit than her stat-line lets on. She will be much more vulnerable on Enemy Phase however.

Overall, though Selkie shares the typical drawbacks of melee cavalry heroes, her fantastic PRF weapon and deceptively high stats make her a powerful force on the battlefield.

Thanks for always taking the time to play with me! You're so much fun!

Selkie, Fire Emblem: Fates

Strengths

Foxkit Fang

Without a doubt, Foxkit Fang is Selkie’s greatest strength. Granting bonus Resistance, a potentially massive boost to her combat stats, and a powerful debuff on enemy heroes upon initating combat, this weapon singlehandedly makes Selkie a powerful offensive presence.

Three Movement

As a Cavalry hero, Selkie can move three tiles in a single turn, making her a much more flexible offensive hero. In addition, unlike other beast heroes like Tibarn and Leanne, Selkie’s movement is not tied to her transformation bonus.

Great Speed and Resistance

Selkie’s high Speed and Resistance are her highlight stats: her stellar Speed allows her to make follow-up attacks consistently, whereas her impressive Resistance grants bonus stats through her weapon and improves her matchup against dragon heroes.

Weaknesses

Awful Defense

Though it can be improved by her weapon, Selkie’s base Defense remains pitifully low. She struggles to take hits from physical attackers, which stifles her combat ability over multiple rounds of combat as a melee attacker herself.

Cavalry Penalties

Selkie suffers a few noteworthy drawbacks as a cavalry hero: she cannot traverse forests and is hindered by trenches. In addition, Selkie suffers heavy damage from cavalry-effective weapons.

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Beast (Cavalry Only)
50 1 4
Yearling (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Beast (Cavalry Only)
100 1 6
Adult (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Beast (Cavalry Only)
200 1 9
Foxkit FangGrants Res+3. At start of combat, if unit's Res > foe's Res, and if foe uses sword, lance, axe, dragonstone, or beast damage, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Learns by default at 5 ★
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Bond 1Grants Atk/Spd+3 during combat if unit is adjacent to an ally.
Inheritable by all units.
60
A
Atk/Spd Bond 2Grants Atk/Spd+4 during combat if unit is adjacent to an ally.
Inheritable by all units.
120
A
Atk/Spd Bond 3Grants Atk/Spd+5 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 5 ★
240
A
Sabotage Atk 1At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action.
Inheritable by all units.
60
B
Sabotage Atk 2At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action.
Inheritable by all units.
120
B
Sabotage Atk 3At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Inheritable by all units.
Unlocks at 5 ★
240
B
Even Res Wave 1At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
60
C
Even Res Wave 2At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
120
C
Even Res Wave 3At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Fates

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