Table of Contents
|Walhart - The Conqueror|
|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.|
This unit has no access to IVs.
Save Fodder. Live Better. Walhart. (Wolf Berg / Budget)
|Wolf Berg||A||Death Blow 4
Alternate: Death Blow 3
|B||Chill Def 3|
- Weapon: Wolf Berg
- Assist: Swap / Pivot / Draw Back
- Special: Glimmer / Luna / Ignis
- Passive A: Death Blow / Fury / Attack +3 / Brazen Atk/Def
- Passive B: Chill Def
- Passive C: Fortify Cavalry / Flexible
- Sacred Seal: Attack +3 / Flexible
A low investment set that requires no inherits from heroes unable to be obtained as 3-star units (Aside from Death Blow 4, but it can be replaced with Death Blow 3).
The idea behind this set is to make use of his default skill set and to mainly invest entirely in maximizing his Attack. By default, Walhart equipped with Wolf Berg will have 53 Attack. This reaches 56 with an Attack +3 Sacred Seal, and in combat can reach 66 after the effects of Death Blow and Wolf Berg. If attacking an opponent affected by Chill Def this can reach an effective 73, and as Chill Def is an enemy debuff rather than a player buff, it can be combined with a Hone Cavalry buff to reach an effective 79. This grants him incredible killing power, allowing him to be a great asset in game modes where one can see their opponent in advance; Walhart can be picked into maps without any magical enemies (or just one whom he can quickly dispose of) and can soak physical hits with his effective 43 Defense thanks to Wolf Berg.
Walhart's choice of Assist is mainly a matter of preference. As this build aims to make use of Wolf Berg, which requires often being separated from his allies, he may not be using it often anyway. Swap and Pivot are decent picks as he can use them as an escape tool if he is brought low. Pivot will get him farther away and allow him to move over impassable terrain if ran alongside any flier allies but may be hard to utilize. Swap can help move an ally into range to handle Walhart's would-be pursuer but conversely may bring his ally into danger if one isn't careful. A more typical assist such as Draw Back can also be used as a retreat tool and be rather cheap to obtain.
For his Special, Glimmer synergizes well with his giant Attack stat and has a lower cooldown than his default Luna. Of course, Luna is still a good Special and is the more accessible option if one does not feel like sacrificing a unit to replace it. Ignis is a powerful alternative that can pop off rather quickly if Walhart is given access to Heavy Blade.
Death Blow is preferred as Walhart's A slot skill as it gives him the biggest boost of Attack from the get-go. Fury is a rather standard pick that grants a boost to all of his stats. If one would want to stay cheap, a basic Attack +3 plenty well furthers his primary goal of maximizing his Attack. Brazen Atk/Def is a decent alternative found on a 4-star unit (Ares), but one must keep in mind the fact that it offers absolutely nothing to Walhart on his first combat, and only after he has already lost 20% of his HP. Unlike Wrath, for example, Brazen skills will not turn on mid-combat as soon as the user falls into range; the user must be under the HP threshold when combat starts. As units tend to start maps by taking safe & reliable pickoffs, and as Walhart's bulk is already rather high, he may have difficulty falling into the threshold in the first place, resulting in the skill doing nothing entirely. While the skill is certainly a strong budget option, it is much more preferred to take a skill that can help him right away from his first combat.
Walhart's default Chill Def is a great B slot skill, necessitating no replacement.
Any team buff works fine on Walhart for his C slot. As Walhart greatly enjoys receiving a Hone Cavalry buff, returning an appropriate Fortify Cavalry or another Hone Cavalry is a good synergistic option.
Any Sacred Seal that boosts Walhart's Attack works great. Attack +3 is simple, accessible, and effective. A more in-demand Sacred Seal like Heavy Blade can work well if one does not have it in use on another unit.
Valm's Great Defier (Physical Tank)
|Slaying Axe+ (+Def)
Alternate: Slaying Hammer+ (+Def)
|A||Sturdy Stance 2
Alternate: Close Def 3
|B||Quick Riposte 3
Alternate: Chill Def 3
|C||Atk Smoke 3
Alternate: Fortify Cavalry
|SP||1605||S||Close Def 3|
- Weapon: Slaying Axe+ (+Def/Res) / Slaying Hammer+ (+Def/+Atk)
- Assist: Reposition / Swap
- Special: Ignis / Bonfire
- Passive A: Sturdy Stance / Close Def
- Passive B: Quick Riposte / Chill Def / Axebreaker
- Passive C: Atk Smoke / Threaten Def / Fortify Cavalry / Flexible
- Sacred Seal: Close Def / Flexible
Walhart's stats are geared almost entirely towards his Attack and Defense, with his Speed and Resistance both lackluster to compensate. Walhart will generally want to make use of his higher two stats, pushing them as far as possible to act as a physical tank. Slaying Axe is the weapon of choice due to its good might, ability to be refined, and acceleration of his Special. A Defense refine is the recommended choice, increasing his total physical bulk by a further 9 points. A Resistance refine may be viable if one is running Close Def in both his A and Sacred Seal slots, and give him a much better matchup against Nowi, one of the absolute most common units in Arena. A Slaying Hammer is a niche alternative weapon choice if one wants to make use of Walhart's high offense by molding him into an armored unit counterpick. An Attack refine is viable on the Slaying Hammer for boosting his one-shot potential, but a Defense refine is still the "safer" option.
Reposition and Swap are pretty typical assist options for cavalry units, and Walhart does not particularly deviate from the norm here. The choice is rather flexible, simply pick whichever one appears most appealing.
Walhart's primary Special options are Ignis and Bonfire. With a Slaying Axe, Ignis will sit at a cooldown of 3, meaning it will be ready any time he is doubled. Bonfire is the quicker option, more likely to be ready for Player Phase, and more consistently activate even when Walhart is not doubled.
Walhart wants to boost his Attack and Defense stats and make use of his good base values. Any A slot skill that accomplishes this works great. Sturdy Stance gives him a good boost of both stats during Enemy Phase. Close Defense gives him a good boost to both of his defenses in similar circumstances, better helping him tank and boosting his Ignis/Bonfire damage.
Quick Riposte makes up for Walhart's poor Speed and helps ensure KOs with his Attack and with Special procs. Walhart's base Chill Def works if one wants to prioritize his one-shot-KO potential and provide bonus support for other physical allies. Axebreaker is a decent option when used with Slaying Hammer, and will better let him take care of units such as Hector.
Walhart's C slot and Sacred Seal are both flexible options. Any strong skill that boots his tanking ability or damage output works great. For the most part, both his C slot and Sacred Seal choices should be made based on who his teammates are expected to be as well as what options one still has available. Since Walhart shines brightest when used with Cavalry buffs, a skill such as Hone or Fortify Cavalry is also a great choice.
Walhart: The Conqueror is an axe cavalry unit obtained from Grand Hero Battles. However, despite his imposing appearance, Walhart does not bring all that much new to the table. Walhart's signature axe Wolf Berg ended up with an effect that is generally both underwhelming and hard to utilize. While it certainly has the potential to be strong in the right situation, in most cases it is likely inferior to common inheritable options such as the Slaying Axe.
In practice, Walhart is essentially just a free variant of Frederick: Polite Knight. Walhart's stat spread is almost identical to Frederick's—perhaps a couple points different here and there, but, as a free unit, is lacking any access to IVs and is limited in terms of merges. While Walhart's 37 Attack and 36 Defense seem impressive, it is straight inferior to a +ATK Frederick who will have 38 Attack and 36 Defense. When invested highly into, Frederick, especially at high merges, will likely outperform Walhart in most cases. Walhart's only real differentiating factor is Wolf Berg, but the weapon is, to put it nicely, quite niche.
Realistically Walhart's greatest asset is his ownership of the rather coveted skill Chill Def. Of course, the existence of Skill Inheritance means that one does not need to keep Walhart to utilize said skill, but still, Walhart is a fairly good user of it and has the potential to boost his physical damage output incredibly high. This does not fix his glaring weakness to magical units or make him a top-tier choice for generalist use, but as a physical specialist, it does make him a strong unit in niche situations such as in Arena Assault, where one can more easily pick and choose their battles.
Decent base skill set
From an economic standpoint, Walhart is very cheap to build, not requiring any rare or expensive skills for his strongest builds. Chill Def specifically is a very valuable skill that greatly boosts his damage potential, and is a great support for any allies that can double their opponents. Of course, the skill is not at all exclusive to him, but having it without requiring any rare 5-star sacrifices is appreciated.
High physical damage potential
His high 36 base Attack, situationally-20-Mt weapon, and native Chill Def can combine with any matter of further Attack buffs to result in a unit who can one-shot a heck of a lot of enemies when given the right opportunity.
Extreme weakness to magical units
Walhart's 27/16 Spd/Res is extremely poor, especially so when considering that magical blue units like Reinhardt and Nowi (whom Walhart would likely be expected to handle on his team) are some of the most popular units in the game, yet even after Wolf Berg boosts Walhart can easily be KO'd by them, despite his triangle advantage.
Walhart can be thought up as something of a niche specialist. While on the right map with no hard counters, Walhart can be basically immortal, the issue is that the units that hard counter him are already some of the most common units at a game. While he has a high power ceiling, getting there in the first place can be a struggle. This makes Walhart a great Arena Assault pick, but generalist units that can succeed in a wide variety of situations are more preferred in standard Arena.
Personal weapon is hard to utilize
In order for Walhart to utilize his personal weapon's effect, the number of enemies within two spaces of him must be greater than or equal to the number of allies, similar to Legendary Ephraim's Flame Siegmund. However while Flame Siegmund grants a guaranteed follow-up, the effect gained from Wolf Berg, +4 to all stats, is realistically not nearly impactful enough to justify putting him in such risky positions. The stat boost does not at all fix his poor Speed and horrid Resistance, and it is still very easy for Walhart to just get ganged up on and die on Enemy Phase.
This is especially glaring due to his status as a cavalry, which lacks access premier defensive skills such as Steady Breath (and thus the ability to quickly activate Aether), and on average have lower base stat totals than other unit types. These traits increases the importance of sticking together and abusing class buffs, which is at odds with Wolf Berg's effect which incentivizes going out alone—a tactic that can be fairly suicidal.
Even from release, Walhart can be thought of as already outclassed by another very similar unit—Frederick: Polite Knight. Walhart's neutral statline compared to Frederick's is +2 Attack, +2 Speed, +2 Resistance, and -2 HP. With a total increase of 4 BST, Walhart at first looks like the stronger option, until one realizes that Frederick has access to boons and banes, while Walhart does not. With an Attack boon, Frederick will have 1 more Attack and can maintain his higher HP by taking a bane in Speed or Resistance. While Walhart will have 2 to 5 more Speed and Resistance over Frederick, both these stats will still be too far on the low end to be of much use to him, making it a pretty moot advantage. As well, unlike Walhart, Frederick has wider access to merges, which are fairly easy to obtain as Frederick has always been available as a 3-star unit. Realistically the only niche that Walhart has over Fredrick is Wolf Berg, but the weapon is not all that great in practice.
|Wolf Berg||A||Atk/Spd Solo 3|
|Smite||B||Chill Def 3|
|Dragon Fang||C||Fortify Cavalry|
|S||Darting Stance 3|
Lvl. 40+10 Stats:
57 ATK (68 with Atk/Spd solo and Wolf Berg active)
31 SPD (47 with Atk/Spd solo and Wolf Berg active)
43 DEF (47 with Wolf Berg active)
20 RES (24 with Wolf Berg active)
|Wolf Berg||A||Atk/Res Solo 3|
|Rally Atk/Spd||B||Chill Def 3|
|Noontime||C||Atk Smoke 3|
|S||Brazen Atk/Res 3|
Just buff this with a fortify cavalry and send it alone to combat. As long is not speedy red mages or something effective against cavalry (albeit i admit these two are not so uncommon) it will survive almost anything, since after the first attack he will most likely get another +7 to res with the sacred seal, meaning if it was fortified and he is solo, it will reach 39 res! (No merges)
Assist skill is up to preference, for the special i put some healing since his attack is already skyrocketting and he also has chill def. It's important to be a small healing effect, this way he will stay inder the 80% hp threshold.
The c-skill add great survivability, since it will debuff attack of his enemies.
Another option is if he's not up to very speedy enemies, he can run brazen spd/res 3 in the A skill slot instead, this way after being damaged he will have 38 spd, also possible to be increased if it is sent "behind enemy lines" after being honed too, and even maxed if atk smoke is replaced with speed smoke, but i think this would be pushing it too far.
|Wolf Berg||A||Distant Counter|
Seal: Speed +3
Wolf Berg (Weapon)
Unlike in the original game, Wolf Berg in Heroes lacks the ranged effect and comes with a new effect entirely. Granting him Atk/Spd/Def/Res+4 when there are more enemies than allies near Walhart. This makes Walhart a pretty ridiculous solitary juggernaut if playing with the right cards.
Do I really need to go over this?
Bonfire / Ignis (Special)
He relies on Specials like Bonfire and Ignis since he gains a ton of buff towards his Defense stat. If he wants to hit harder, Ignis is ideal.
Distant Counter (A-Slot)
One of the most overrated skills in the game. This "restores" the ranged effect that Walhart's Wolf Berg lacks. Similarly to how Zephiel cannot attack from distance and gained a new effect for his Eckesachs.
But the main point is that Walhart can counterattack from any distance. So long it's not Brave Lyn or Brave Veronica or Razzle-Dazzle Staff units.
Vantage 3 (B-Slot)
The skill that will save his life from many life-threatening situations. He will easily crush many fragile Blue units at relative ease.
Hone Cavalry / Odd Atk Wave 3 (C-Slot)
Walhart prefers not to be in range with his allies, but if needed, he can provide Cavalry buffs if his Cavalry allies need it. Otherwise, he'll run a skill that fulfills his own needs.
Speed +3 (Sacred Seal)
Walhart isn't exactly slow, but he's not fast either. With the right setup, Walhart is surprisingly fast with someone with base 27 Speed. It's like what they always say: don't judge the book by its covers.
+ Very solid Attack stat along with Defense, making him a great physical duellist
+ Wolf Berg grants Walhart Atk/Spd/Def/Res+4 during combat while there are more enemies than allies in his range
+ Despite his base 27 Speed, Walhart is indeed slow, but because of his weapon Wolf Berg, access to Cavalry buffs, Skill Inheritance and Summoner Support, he can be surprisingly fast (of course, just about any units can achieve this through sheer dedication and favoritism)
+ He does not come with his usual Conquest skill, but still came with a skill that nullifies his Cavalry weakness whenever it is in need. That being Grani's Shield
- Wolf Berg, sadly, does not come with a Distant Counter effect and must inherit said skill from any of the Hector variants that isn't Brave Hector
- Has abysmal base Resistance stat -- which he should be avoiding magic users in general, but... I don't think he cares
- Without Grani's Shield, Walhart is susceptible to Horseslaying weapons, therefore he takes even more punishment from Wolftomes due to his abysmal Resistance
- Wolf Berg can be rendered useless if he is too close to his allies to make full use of
- Following that, Walhart will not be able to receive consecutive Cavalry buffs each turn once he's gone off on his own
- His base kit resembles that from the original game, but it does him no good in most scenarios and requires Skill Inheritance... and if he wishes to be the strongest, he'll demand heavy and expensive inheritance
|Wolf Berg||A||Fortress Def 3|
|Reposition||B||Quick Riposte 3|
|Ignis||C||Atk Smoke 3|
|S||Heavy Blade 3|
Walhart. Theres not much to say him except that he is a physical tank on wheels. While the fortress def takes away some atack he still is really strong. And the heavy blade sees to that.
|Wolf Berg||A||Brazen Atk/Def 3|
|Reposition||B||Brash Assault 3|
|S||Heavy Blade 3|
An interesting build to be the first submitted to the character's page.
Walhart achieves 64 atk and 50 def without buffs once he charges into enemy territory with brazen active. Hone and fortify cavalry would get him to 71 atk and 56 def. Even swords would struggle to scratch him. Once he drops into brash assault range, he can go into full rampage mode, galeforcing regardless of speed against counterattacking opponents.
The main banes of this build are anything that targets his res, especially mages, who are likely to double him, and enemies with powerful specials, who may cut (ex: +10 moonbow) or blast (ex: ignis) through his defenses.
This build should demonstrate that Walhart is by no means outclassed by Frederick, contrary to the extremely dubious analysis by the GamePress staff writer at the time I submit this build, and that the two, while having significant overlap, have potentially major differences. I would almost go so far as to say that the dismissal of Wolf Berg's effect shows that the writer doesn't know how to play the game.
Inheritable by Axe users only.
Inheritable by Axe users only.
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
Wolf BergGrants Def+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), grants Atk/Spd/Def/Res+4 during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Grani's ShieldNeutralizes "effective against cavalry" bonuses.
Only inheritable by cavalry units.
Chill Def 1At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Chill Def 2At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Unlocks at 4 ★
Chill Def 3At start of turn, inflicts Def-7 on foe on the enemy team with the highest DEF through its next action.
Inheritable by all units.
Unlocks at 5 ★
Fire Emblem: Awakening
Banners Featured In