Hey, I’m Zathong and this guide is about Fallen Gustav Build in Fire Emblem Heroes (FEH).
Best Fallen Gustav 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 Fallen Gustav build for the meta. Learn more about Fallen Gustav’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Fallen Gustav Builds
: Headsman Glitnir | A : Atk/Def Catch 4 |
: Reposition | B : A/D Near Trace 3 |
: Bonfire | C : Atk Smoke 4 |
S : Atk/Def Solo 3 |
Recommended IVs
- +Atk / -Spd
- +Atk for a +10 merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 360/814 |
Atk | 41 | Rank: 50/814 |
Spd | 25 | Rank: 632/814 |
Def | 38 | Rank: 52/814 |
Res | 30 | Rank: 220/814 |
Roles
- Close Physical
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Fallen Gustav in game.
Teammates
These picks are good against Fallen Gustav in game.
Gameplay
Skills
These are all skill for Fallen Gustav: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Def Catch 1 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat. 【Penalty】 All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 5★ |
Atk/Def Catch 2 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat. 【Penalty】 All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 5★ |
Atk/Def Catch 3 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat. 【Penalty】 All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 5★ |
Atk/Def Catch 4 | At start of combat, if foe’s HP=100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe’s HP=100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat. 【Penalty】 All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 5★ |
A/D Near Trace 1 | Enables 【Canto (Rem.+1)】. Inflicts Atk/Def-1 on foe during combat. 【Canto (Rem.+1)】 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 plus 1 (+1 space). For example, a flying unit who has moved 1 space to attack an opponent, can move 2 spaces after as fliers have 2 spaces of movement. (1 space remaining + 1 space bonus) | 5★ |
A/D Near Trace 2 | Enables 【Canto (Rem.+1)】. Inflicts Atk/Def-2 on foe during combat. 【Canto (Rem.+1)】 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 plus 1 (+1 space). For example, a flying unit who has moved 1 space to attack an opponent, can move 2 spaces after as fliers have 2 spaces of movement. (1 space remaining + 1 space bonus) | 5★ |
A/D Near Trace 3 | Enables 【Canto (Rem.+1)】. Inflicts Atk/Def-3 on foe during combat. 【Canto (Rem.+1)】 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 plus 1 (+1 space). For example, a flying unit who has moved 1 space to attack an opponent, can move 2 spaces after as fliers have 2 spaces of movement. (1 space remaining + 1 space bonus) | 5★ |
Atk Smoke 1 | After combat, inflicts Atk -3 on foes within 2 spaces of target through their next actions. | 5★ |
Atk Smoke 2 | After combat, inflicts Atk -5 on foes within 2 spaces of target through their next actions. | 5★ |
Atk Smoke 3 | After combat, inflicts Atk -7 on foes within 2 spaces of target through their next actions. | 5★ |
Atk Smoke 4 | After combat, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions, grants Def/Res+6 to unit for 1 turn, and unit gains “foe cannot make a follow-up attack” for 1 turn. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Glowing Ember | (Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Def. | 5★ |
Bonfire | (Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Def. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Axe | 6 | 1 | No Effect | 5★ |
Steel Axe | 8 | 1 | No Effect | 5★ |
Silver Axe | 11 | 1 | No Effect | 5★ |
Headsman Glitnir | 16 | 1 | Accelerates Special trigger (cooldown count-1). At start of combat, if unit’s HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe during combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe can counter, or if foe initiates combat, unit makes a guaranteed follow-up attack. | 5★ |
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