Hey, I’m Zathong and this guide is about Priam Build in Fire Emblem Heroes (FEH).
Best Priam 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 Priam build for the meta. Learn more about Priam’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Priam Builds
: Ancient Ragnell | A : Atk/Def Ideal 4 |
: Reposition | B : Null Follow-Up 3 |
: Bonfire | C : Rouse Spd/Def 4 |
S : Atk/Spd Solo 3 |
Recommended IVs
- +Spd / -Res
- +Spd for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 331/814 |
Atk | 41 | Rank: 32/814 |
Spd | 40 | Rank: 62/814 |
Def | 35 | Rank: 122/814 |
Res | 26 | Rank: 346/814 |
Roles
- Close Physical
- Exclusive Skill
- All-Range Counter
Counters & Teammates
Counters
These picks are strong against Priam in game.
Teammates
These picks are good against Priam in game.
Gameplay
Skills
These are all skill for Priam : Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Def Ideal 1 | At start of combat, if unit’s HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+3 to unit during combat. | 5★ |
Atk/Def Ideal 2 | At start of combat, if unit’s HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+4 to unit during combat. | 5★ |
Atk/Def Ideal 3 | At start of combat, if unit’s HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+5 to unit during combat. | 5★ |
Atk/Def Ideal 4 | At start of combat, if unit’s HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit’s HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Def+2 to unit during combat. | 5★ |
Null Follow-Up 1 | At start of combat, if unit’s HP = 100%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Null Follow-Up 2 | At start of combat, if unit’s HP ≥ 50%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Null Follow-Up 3 | Disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Rouse Spd/Def 1 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def +2 to unit for 1 turn. | 5★ |
Rouse Spd/Def 2 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def +4 to unit for 1 turn. | 5★ |
Rouse Spd/Def 3 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def +6 to unit for 1 turn. | 5★ |
Rouse Spd/Def 4 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 and 【Null Panic】 to unit for 1 turn. 【Null Panic】 if unit is inflicted with Panic (bonuses converted into penalties), neutralizes the “converts bonuses on target into penalties” effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Daylight | (Cooldown Count = 3) Restores HP = 30% of damage dealt. | 5★ |
Sol | (Cooldown Count = 3) Restores HP = 50% of damage dealt. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Sword | 6 | 1 | No Effect | 5★ |
Steel Sword | 8 | 1 | No Effect | 5★ |
Silver Sword | 11 | 1 | No Effect | 5★ |
Ancient Ragnell | 16 | 1 | Grants Def+3. Unit can counterattack regardless of foe’s range. At start of combat, if unit’s HP ≥ 50% or 【Bonus】 is active on unit, inflicts Atk/Def-6 on foe during combat. 【Bonus】 All effects that last “for 1 turn” or “that turn only.” Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). | 5★ |
Read more: Fire Emblem Heroes Build