Hey, I’m Zathong and this guide is about Elimine Build in Fire Emblem Heroes (FEH).
Best Elimine build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Elimine build for the meta. Learn more about Elimine’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9.5/10
Elimine Builds
: Staff of the Saint | A : Atk/Res Push 4 |
: Nudge+ | B : A/S Far Trace 3 |
: Miracle | C : Holy Ground |
S : Distant Guard 3 |
Recommended IVs
- +Res/-Def
- +Res for a +10 merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
Roles
- Ranged Magic
- Movement Assist
- Recovery
- Exclusive Skill
- Mythic
Counters & Teammates
Counters
These picks are strong against Elimine in game.
Teammates
These picks are good against Elimine in game.
Gameplay
Skills
These are all skill for Elimine: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Res Push 1 | At start of combat, if unit’s HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Res Push 2 | At start of combat, if unit’s HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Res Push 3 | At start of combat, if unit’s HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Res Push 4 | At start of combat, if unit’s HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit. | 5★ |
A/S Far Trace 1 | Enables 【Canto (Rem.)】. Inflicts Atk/Spd-1 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
A/S Far Trace 2 | Enables 【Canto (Rem.)】. Inflicts Atk/Spd-2 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
A/S Far Trace 3 | Enables 【Canto (Rem.)】. Inflicts Atk/Spd-3 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
Holy Ground | Reduces damage from foes’ attacks during combat to allies within 2 spaces by 30% and grants Def/Res+4 to those allies during combat. | 5★ |
For Specials Skill
For Assists Skill
Skill Name | Range | Effect | Learned At |
Heal | 1 | Restores 5 HP. | 5★ |
Reconcile | 1 | Restores 7 HP each to target and this unit. | 5★ |
Nudge | 1 | Restores 8 HP to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) | 5★ |
Nudge+ | 1 | Restores HP = 50% of unit’s Atk (min 8 HP) to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) | 5★ |
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Assault | 10 | 2 | Restricted to units that use a Staff. | 5★ |
Staff of the Saint | 14 | 2 | Foe cannot counterattack. At start of turn, grants Def/Res+6 to allies within 2 spaces of unit for 1 turn and inflicts 【False Start】 on foes in cardinal directions of unit with Res < unit’s Res. (In Summoner Duels, If False Start is inflicted at the same time that any start-of-turn effects trigger for the opponent, effects will still trigger, with the exception of those that restore HP or deal damage.) 【False Start】 Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.) | 5 |
Read more: Fire Emblem Heroes Build