Depends on what you're wanting him to do.
+Attack is an obviously good bane.
+Speed can help him prevent some doubles, but isn't really necessary unless you're trying to quad with a Brave Lance or something.
+Defense improves his survivability agianst physical-damage foes and helps him deal even more damage with Bonfire/Ignis.
+Res, if bolstered enough, could help him become a really good mixed tank.
For his weapon, you could go with Slaying Lance for more special triggers, Brave Lance for more hits (essentially accelerating special triggers), or Berkut's Lance for more resistance in tanking mages/dragons. I personally wouldn't run Berkut's Lance unless you gave him Distant Counter, but, like I've stated on previous posts, Distant Counter isn't NEEDED to make a unit a good unit.
His A skill could be Distant Counter (for Berkut's Lance) or Steady Breath (if you have extra fodder), or Death Blow/Fury.
B is sorta dependent on what seal you have available. Quick Riposte B skill is extremely handy as well as Vantage.
C slot is flexible and is dependent on your team composition and what they need. Threaten Def is a good skill for more damage, Threaten Atk for more reliable/better tanking capabilities, or a Tactic skill if you're running a Mixed Emblem team, or a Hone/Fortify/Spur/Drive skill.
S slot could be Quick Riposte (if available) or Quickened Pulse. Could even make it Atk Smoke so your team has an easier time with taking hits.
As far as if you should promote, that's really up to you. A 4* +10 unit is more cost efficient than a 5* +10, but it's not better as far as stats (plus you don't get the benefit of feeling super good getting a unit to max rarity and merges, lol).
If you don't mind spending your next few weeks/months spending all of your feathers on Donnel merges, then go with 5*. If you want to save your feathers, then go with 4*.
For the blessing... I think that also depends on team composition, not to mention what season it is.
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