Fire Emblem Heroes

FEH Fallen Gustav Build 2024: Best IVs [Fire Emblem Heroes]


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 GlitnirA :  Atk/Def Catch 4
: RepositionB :  A/D Near Trace 3
:  BonfireC : 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★)

HP40Rank: 360/814
Atk41Rank: 50/814
Spd25Rank: 632/814
Def38Rank: 52/814
Res30Rank: 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 NameEffectLearned At
Atk/Def Catch 1At 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 2At 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 3At 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 4At 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 1Enables 【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 2Enables 【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 3Enables 【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 1After combat, inflicts Atk -3 on foes within 2 spaces of target through their next actions.5★
Atk Smoke 2After combat, inflicts Atk -5 on foes within 2 spaces of target through their next actions.5★
Atk Smoke 3After combat, inflicts Atk -7 on foes within 2 spaces of target through their next actions.5★
Atk Smoke 4After 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 NameEffectLearned 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 NameMightRangeEffectLearned At
Iron Axe61No Effect5★
Steel Axe81No Effect5★
Silver Axe111No Effect5★
Headsman Glitnir161Accelerates 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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