Fire Emblem Heroes

FEH Elimine Build 2024: Best IVs [Fire Emblem Heroes]


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 SaintA :  Atk/Res Push 4
: Nudge+B : A/S Far Trace 3
: MiracleC :  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 NameEffectLearned At
Atk/Res Push 1At 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 2At 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 3At 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 4At 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 1Enables 【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 2Enables 【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 3Enables 【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 GroundReduces 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 NameRangeEffectLearned At
Heal1Restores 5 HP.5★
Reconcile1Restores 7 HP each to target and this unit.5★
Nudge1Restores 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+1Restores 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 NameMightRangeEffectLearned At
Assault102Restricted to units that use a Staff.5★
Staff of the Saint142Foe 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

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