Table of Contents
- Default
- Attack
- Special
- Injured
| Seth - Silver Knight |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 7 | 6 | 7 | 4 |
| Middle | 18 | 8 | 7 | 8 | 5 |
| High | 19 | 9 | 8 | 9 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 34 | 29 | 28 | 29 | 19 |
| Middle | 37 | 32 | 31 | 32 | 22 |
| High | 41 | 35 | 34 | 35 | 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 |
|---|---|---|---|---|
Boons
- +SPD: At a middling base value of 31, a Speed boon can greatly improve Seth’s overall performance, granting him flexibility in both Player Phase and Enemy Phase builds.
- +ATK: Taking an Attack boon is also a solid alternative, bringing his Attack stat up to a respectable value of 35. This helps Seth reliably secure KOs against a larger breadth of foes by increasing his raw damage output.
- +DEF: Particularly so in Enemy Phase builds where one must rely on his ability to take physical hits, Seth benefits immensely from a Defense boon as it improves his physical damage soak and increases the power of Defense-scaling Specials.
Neutral
- HP: It is preferred to leave Seth’s HP neutral to preserve his physical bulk, but if necessary, a bane in this stat can be taken and circumvented by refining his weapon.
Banes
- -RES: Seth’s ideal bane, as he requires all of his other stats to function properly and with an unimpressive Resistance stat of 22, dropping his Resistance further has little to no effect on his overall performance.
Skill Sets
Stoic Guardian (Enemy Phase Tank)
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Slaying Edge+ (+Def) Alternate: Slaying Edge+ (+Spd) |
A | Atk/Def Bond 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Guard 3 |
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Blue Flame Alternate: Bonfire |
C | Atk Smoke 3 |
| SP | 2,055 | S | Close Def 3 |
- Preferred IV: +DEF or +SPD or +ATK / -RES
- Weapon: Slaying Edge+ (+Def/Spd)
- Assist: Reposition
- Special: Blue Flame / Bonfire / Luna
- Passive A: Atk/Def Bond / Sturdy Stance / Steady Stance / Fury
- Passive B: Quick Riposte / Renewal / Guard
- Passive C: Atk Smoke / Spd Smoke / Hone Cavalry / Flexible
- Sacred Seal: Close Def / Quick Riposte / Attack +3 / Speed +3 / Defense +3
Thanks to Seth’s mix of good physical bulk, solid Attack, and decent enough Speed to prevent follow-up attacks with sufficient investment, he can run an Enemy Phase build such as this one quite efficiently. Since this build is heavily reliant on Seth’s ability to take physical hits, a boon in Defense is preferred to increase his survivability and physical bulk. Alternatively, a Speed boon may be taken and can similarly help increase his survivability by augmenting his ability to deny follow-up attacks, thus reducing the amount of damage he takes. An Attack boon is also a good choice to increase his raw damage output.
In addition to giving him a considerable boost to his bulk, a refined Slaying Edge also grants Seth accelerated Special cooldown, making it a great choice of weapon for this build. The refine taken here should be relative to the choice of IVs, with a Speed refine being preferred if working with a Speed boon and a Defense refine being preferred if working with any other IV. When used alongside a Slaying Edge and Quick Riposte, Specials such as Blue Flame, Bonfire, and Luna with a 3-turn cooldown will be able to activate in any combat where Seth can counterattack, regardless of whether or not he is doubled; this makes these Specials the most consistent and ideal choice.
Atk/Def Bond is a fantastic choice for Seth’s A slot and gives him a simultaneous +5 increase to two of his most important stats so long as he has an adjacent ally. However, should one value self-sufficiency over raw power, Sturdy Stance is a great alternative to similarly improve his performance in the Enemy Phase. At the cost of offering a weaker boost to his Attack and Defense stats than the aforementioned, Fury can be taken as his A slot on a budget and has the added benefit of increasing his Speed stat as well. Be wary of Fury’s chip damage as Seth can quite easily fall below Quick Riposte’s HP threshold because of it.
Regardless of the chosen A slot skill and IVs, however, Quick Riposte is his B slot skill of choice and is an absolute necessity for this build, since any kind of Speed-stacking here is meant only to improve his ability to deny follow-up attacks. One also has the option of moving Quick Riposte to his Sacred Seal slot to open up his B slot to several other options. Renewal is a rather interesting choice and synergizes well with the Quick Riposte Seal by giving him sustain, thus allowing Seth to more reliably stay inside its HP threshold. Guard is also a good option to let Seth safely take on a wider variety of foes, particularly those who rely on quick Special activations for the majority of their damage output.
Atk and Spd Smoke are two great potential C slot skills and can go a long way in strengthening his individual performance in the Enemy Phase, with both options helping increase his overall survivability. Buffs such as Hone Cavalry can also be used when using Seth in a cavalry-centric team but otherwise, any skill that most suits his team composition can be used. Lastly, if using Quick Riposte in his B slot, then Close Def will be Seth’s preferred choice of Seal to further increase his physical bulk as well as Bonfire’s damage. If unavailable, then the Attack +3, Speed +3, and Defense +3 Seals are all decent alternatives.
Knight in Shining Armor (Offensive)
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Slaying Edge+ (+Spd) | A | Atk/Spd Solo 3 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 |
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Bonfire | C | Hone Cavalry |
| SP | 1,485 | S | Speed +3 |
- Preferred IV: +SPD or +ATK / -RES
- Weapon: Slaying Edge+ (+Spd)
- Assist: Reposition
- Special: Bonfire / Luna
- Passive A: Atk/Spd Solo / Swift Sparrow / Fury
- Passive B: Swordbreaker / Desperation
- Passive C: Hone Cavalry / Flexible
- Sacred Seal: Speed +3 / Attack +3 / Heavy Blade
An offensively oriented build that revolves around Seth’s potential in the Player Phase, relying heavily on his ability to perform follow-up attacks for his damage output. As such, a Speed boon is ideal here. When combined with the Speed +3 Seal and a Speed refine on his weapon, Seth can reach a respectable 40 Speed without an A slot or outside support. One may also take an Attack boon to help increase the strength of his individual hits. Regardless of the boon chosen, Seth benefits greatly from buffs to both stats, with this build being exceptionally potent when using him alongside Hone Cavalry support.
The Slaying Edge is Seth’s weapon of choice once more, with its consistent -1 Special cooldown complementing this build’s offensive playstyle by allowing Seth to frequently activate his Special. Specials with a 3-turn cooldown are again preferred and will be able to activate in each combat in which Seth doubles and his opponent counterattacks. The choice of which Special to use, however, is entirely up to personal preference. Bonfire offers Seth the most consistent increase to his damage output, adding 16 points of damage each time it activates if assuming neutral Defense. Luna can also be considered and is more effective against physically tanky foes who Seth could otherwise have trouble dealing with.
Atk/Spd Solo works excellently here and offers Seth a considerable +6/+6 increase to his offenses at no cost to his defenses and only necessitates that Seth has no adjacent allies, a condition which he can easily meet thanks to this build's offensive playstyle. Otherwise, should it not be available, Swift Sparrow can be taken to similarly improve his offensive presence on initiation. On a budget, Fury makes for a good substitute and trades some of Atk/Spd Solo's and Swift Sparrow’s offensive power for an added boost to his Defense to strengthen his ability to take counterattacks; its chip damage also pairs well with skills such as Desperation that require Seth to reach a certain HP threshold.
Due to the fact that Seth possesses relatively good physical bulk, he can forego the option of running Desperation altogether in exchange for Swordbreaker. Swordbreaker dramatically improves Seth’s matchups against many of the prominent speedy sword units who he would otherwise struggle against, as they can often reach a high enough Speed threshold to where it is no longer possible for Seth to double them without intensive team support. However, Desperation is still a solid choice for his B slot and can be especially effective when used in tandem with the Heavy Blade Seal, allowing Seth to potentially unleash his Special before his opponent can even counterattack; keep in mind that Heavy Blade’s activation is not guaranteed and can be unreliable at times without sufficient support to Seth’s Attack stat.
Skills such as Hone Cavalry and Fortify Cavalry are great choices for his C slot when using him alongside other cavalry allies. Otherwise, Seth has no real preference towards any particular C slot, so feel free to use any skill that best fits his team composition here. Aside from the Speed +3 and Heavy Blade Seals, the Attack +3 Seal is also a decent option to strengthen his raw damage output.
Resourceful Tactics (Budget Red Counter)
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Ruby Sword+ | A | Fury 3 Alternate: Fortress Def 3 |
|---|---|---|---|
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Swap | B | Axebreaker 3 |
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Bonfire | C | Hone Cavalry |
| SP | 1,200 | S | Close Def 3 |
- Preferred IV: +ATK or +DEF / -RES
- Weapon: Ruby Sword+
- Assist: Swap
- Special: Bonfire / Ignis / Glimmer
- Passive A: Fury / Fortress Defense
- Passive B: Axebreaker / Swordbreaker / G Tomebreaker
- Passive C: Hone Cavalry / Flexible
- Sacred Seal: Close Def / Attack +3 / Defense +3
A relatively budget-friendly build for those who do not wish to invest too heavily in Seth, using his native Ruby Sword to allow him to act as a dedicated check to green foes. While IVs are not particularly important with this build, a boon to either his Attack or Defense stat are still great options and can be taken to improve Seth’s matchups.
As for his choice of Special, Seth has several options, with the most consistent one being Bonfire. Ignis may also be taken should one desire more powerful Special activations in exchange for longer Special cooldown. Glimmer is also a fantastic choice and scales well with the additional damage that Ruby Sword grants him against green foes, but does do considerably worse against opponents who Seth does not possess Weapon Triangle advantage over.
Fury is a cheap and readily available option for his A slot, working well to further augment Seth’s ability to take and deal damage against opposing greens. Additionally, Fury’s overall stat boost allows him to have some coverage in his other matchups, as the Ruby Sword essentially acts as a worse Silver Sword when facing other reds. If lacking the resources necessary, Seth’s native Fortress Defense can be used, but keep in mind that it can sometimes prove to be a detriment to his performance.
Seth’s B slot is rather flexible but is best filled by a Breaker skill to let him specialize further as a hard counter to greens. Axebreaker, and to a lesser extent, G Tomebreaker are thus his preferred B slots, though Swordbreaker can also be considered to give Seth more flexibility in his matchup spread against sword-wielding enemies. Close Def will generally be the Seal most beneficial to Seth’s performance, giving him a significant increase to his physical damage soak in the Enemy Phase. However, as the Close Def Seal is rather coveted, the Defense +3 and Attack +3 Seals can be used as alternatives.
Introduction
Seth, the Silver Knight, is a red sword cavalier that is best described as a jack-of-all-trades, boasting balanced stats all around which allow him to fit a variety of different molds depending on how one chooses to build him. His decent Attack and Speed stats let him have a relatively decent offensive presence, particularly so when given with the necessary support, and his good physical bulk lets him comfortably take on most forms of physical damage. His high availability makes acquiring merges and good IVs for him a trivial task, provided that one actively pulls from the red pool. In addition to giving him excellent mobility, Seth’s status as a cavalry unit also grants him the advantage of having access to cavalry buffs.
However, while his balanced stat spread means that he isn’t an objectively bad unit, it does make it difficult for him to specialize without heavy investment. This also leaves him sorely outclassed by other units who can attain the same level of efficiency with much more ease. In addition, his low Resistance leaves him rather weak to mages and dragons alike. While being a cavalry unit is one of Seth’s strengths, it does come with its fair share of downfalls, namely being weak to cavalry effective weapons and having to work around certain terrains like trenches. Overall, Seth is a decent unit and though he struggles to carve his own niche in the current meta due to his stat spread, he can still be a serviceable asset at one’s disposal and is flexible enough to fit into a wide array of different teams.
Strengths
Serviceable Offenses
Although Seth’s offensive spread is not spectacular, it is sufficient enough to let Seth have a decent offensive presence when built upon through IVs and the weapon refinery.
Solid Physical Bulk
Seth’s neutral physical bulk of 69 (74 when adding in the +5 HP from refining his weapon) is considerable and is generally enough to let him safely take hits from physical damage dealing foes.
High Availability
While Seth may not be as specialized as his fellow sword cavalry units, he does have the advantage of being readily available as a 3-4* unit in the red pool. This also allows for more flexibility when it comes to IVs and lets him gain merges rather easily.
Cavalry
As someone with a relatively balanced stat spread, Seth excels when provided with Hone and Fortify Cavalry support, allowing him to effectively patch up his otherwise mediocre stat distribution.
Weaknesses
Outclassed
As a result of his balanced stat spread, Seth struggles to shine in comparison to his competition, as many other sword cavaliers with more optimized stat spreads can easily outperform him in either the Player Phase or the Enemy Phase with much less investment.
Low Resistance
With a pitiful base Resistance of 22, Seth will put up little to no fight when faced with strong offensive mages, typically dying outright to sustained magical pressure.
Cavalry
Like all other cavalry units, Seth has an inherent weakness to cavalry effective weapons such as Ridersbane. Although trenches are typically a non-issue when using Enemy Phase builds, they can prove to be a serious detriment when using an offensively oriented Seth. Furthermore, Seth’s status as cavalry unit effectively locks him out of using many powerful skills such as Steady Breath.
Team Options
Counters
- Strong Blues: Seth will have great difficulty in dealing with strong blues in general, with units such as Linde, Tana, Delthea, and Legendary Ephraim being able to efficiently kill him thanks to their Weapon Triangle advantage.
- Negating Buffs: Moreso than other units, Seth’s offensive potential is highly contingent upon the buffs he receives from his teammates, making units who commonly use Panic Ploy, such as Zelgius, Lon’qu, and Effie, effective counters to the Silver Knight as well.
- Strong Mages: Strong mages like Tharja, Mae, and Katarina are extremely dangerous to Seth and can easily break through his poor magical bulk.
- Anti-Cavalry Weapons: As a cavalry unit, Seth is exceedingly susceptible to units such as Micaiah, Gray, and Ursula who commonly use anti-cavalry weapons, with most having little to no issue in killing him thanks to the effective damage granted to them from their respective weapons.
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Wo Dao+ | A | Fury 3 |
|---|---|---|---|
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Swap | B | Desperation 3 |
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Bonfire | C | Hone Cavalry |
A +Spd, +Atk, or +Def are the best boons on this machine. A +Atk patches up his attack while +Spd makes for a nice Desperation set and +Def gives him nice survivability. If it was an accident or you wanted him, this set works wonders in Horse Emblem.
Ok, I know, you don't have Wo Dao or Zanbato, what should you do? A Slaying Edge+ from a Saber is really nice because it can make this man have 2 lower attack then Eldigan's Mystletainn and give the same effect. It's great. A Silver Sword is also nice since he is LACKING in attack without an attack boon. Alternative options can be Death Blow, Swift Sparrow if you have the materials, Darting Blow for Desperation to work wonders, or any of the +3 skills.
His B skill can be one of many things. Desperation for +Spd, +Def can run Vantage, +Atk makes Quick Riposte work, he has lots of options. I say it is team dependent or player dependent, but I would definitely go for Desperation if you have a +Spd Seth.
Hone Cavalry is great for Horse Emblem. For regular teams, a hone/fortify or Threaten Attack or Threaten Defense would be great. Maybe Threaten Speed too.
Swap is there to get a frail unit out and for him to tank a physical hit. If you run Desperation or Vantage, Ardent Sacrifice is great if you have neutral or -HP. If you use a killer/slaying weapon on Seth, I EXTREMELY advise using Ignis as Ignis itself gives you 36 damage only from the defense bit while having a cooldown of 3. If you want 2 turn Bonfire, that gives you around 23 damage which is still respectable. And also, these are without Horse buffs, so Seth can be a monster on the battlefield if trained properly. Although he may be overshadowed, Seth is a terrifying cavalier when put in the right hands.
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Wo Dao+ | A | Fortress Def 3 |
|---|---|---|---|
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Draw Back | B | Seal Atk Spd 2 |
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Moonbow | C | Hone Cavalry |
**See other Seth build for more information**
Res Boon
Defense Bane
*Health Seal
seal atk defense 2 isnt a choice but its what he actually has
**See other Seth build for more information**
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Silver Sword+ | A | Fortress Def 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Ignis | C | Hone Cavalry |
Honoring his name.
Seth the silver Knight has a better chance with a silver sword +
Maybe his low HP can be seen as a disadvantage but his decent spd and def make it up for him (unless you have a -spd or -def Seth)
With normal bonuses he can do pretty well against axes, swords and a couple of lancers. And with cavalry bonuses he does even better as an attacker or if you run his natural fortress defense he can tank just like Xander would.
Since most cavalry is weak to magic Seth has a little bit more resistance but is still a worthless stat.
However with an enhanced attack by silver sword+ or slaying edge he kills mages with low def easily. Even Blue ones like Linde, Delthea or Ursula.
Just keep Seth out of mages range and attack them if you are sure that he can ORKO them.
And for the S slot you can use Quickened pulse to accelerate the Devastating ignis or
hp +3 to cover his lack of physical bulk
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Silver Sword+ | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Sacred Cowl | C | Hone Cavalry |
Speed Boon
Res Bane
***equipped with Health Seal
*If you use a Wo Dao+, give Seth Moonbow
*if you use a Slaying Sword, use Bonfire
*His high overall base stats allow him to use Fortify Cavalry if needed
With full buffs, Seth has
40 56 43 41 28
Full buffs + Goad Cavalry
40 60 47 41 28
Full buffs + Ward Cavalry
40 56 43 45 32
What Seth has that both Xander and Eldigan lack is speed, being able to easily reach 43 speed allows Seth to use Desperation, making him a pseudo-brave user.
Having such a high base speed makes Seth rarely get doubled, which along with his high defense, makes Seth survive longer than Xander and Eldigan.
Of course Seth will always be compared to Xander, but the key difference between them is that:
Xander is better on the enemy phase due to him being able to counter everything, and one shot certain Mages on retaliation.
And Seth is better on the player phase, due to him being able to obliterate one unit per turn and tank hits on the enemy phase.
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 | 8 |
| Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Sword Units.
|
300 | 1 | 12 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
SwapSwap places with an adjacent ally.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 ★ Non-inheritable by Staff-wielding units.
|
40 | B |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
100 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | B |
Other Info
| Origin |
Fire Emblem: The Sacred Stones
|
|---|

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