Hey, I’m Zathong and this guide is about Sain Build in Fire Emblem Heroes (FEH).
Best Sain build guides for Fire Emblem Heroes. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Sain build for the meta. Learn more about Sain’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Sain Builds
| A : Atk/Spd Catch 4 | |
| B : Flow Guard 3 | |
| C : Atk/Spd Menace | |
| S : Blade Session 3 |
This is a more offensive variant of Sain opting for Atk/Spd skills instead of his Spd/Def skills.
Recommended IVs
| +Spd / -Res | Sain’s best IVs are +Spd and -Res. His Spd is at a respectable base 38 and boosting it improves his performance in combat. +Atk is also an option if opting for extra damage instead. With Sain’s high base 42 Atk, additional Atk may be enough to punch through sturdier tanks. Sain’s Res is at an abysmal base 18. It is unsalvageable and should be the bane of choice. |
| +Spd for a +10 merge | We recommend +Spd when merging Sain up to +10. His Spd needs the boon in order to keep up with the fastest units in the metagame. |
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
| HP | 40 | Rank: 363/814 |
| Atk | 42 | Rank: 22/814 |
| Spd | 38 | Rank: 172/814 |
| Def | 36 | Rank: 110/814 |
| Res | 18 | Rank: 742/814 |
Stat Variations
Initial Stats (with Skills)
| HP | Atk | Spd | Def | Res | Total | |
| 5★ Lv.1 | 18 | 28 | 10 | 10 | 1900-01-02 | 69 |
Lv 40+10 Stats (5★)
| HP | Atk | Spd | Def | Res | Total | |
| +10 Merges W/ Skill Bonuses | 45 | 65 | 43 | 41 | 1900-01-21 | 216 |
| Lv.40 +10 | 45 | 46 | 43 | 41 | 1900-01-21 | 197 |
Stats at Lv 40
| HP | Atk | Spd | Def | Res | Total | |
| 5★- Adjusted for Skills | 40 | 61 | 38 | 36 | 1900-01-17 | 193 |
| 5★ Lv.40 | 40 | 42 | 38 | 36 | 1900-01-17 | 174 |
Roles
- Close Physical
- Exclusive Skill
Note: Sain is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe’s Def stat.
Pros & cons
| Pros (Strengths) | Cons (Weaknesses) |
|---|---|
| Jolly Jade Lance is a powerful weapon that allows both offense and support | Abysmal Res |
| Great physical bulk and sustain | Weak to Cavalry Effective Weapons |
Counters & Teammates
Counters
These picks are strong against Sain in game.
Teammates
These picks are good against Sain in game.
Gameplay
Skills
These are all skill for Sain: Passives, Specials, Assists & Weapons.
For Passives Skill
| Skill Name | Effect | Learned At |
| Spd/Def Catch 1 | At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/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★ |
| Spd/Def Catch 2 | At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/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★ |
| Spd/Def Catch 3 | At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/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★ |
| Spd/Def Catch 4 | At start of combat, if foe’s HP=100% or if 【Penalty】 is active on foe, grants Spd/Def+7 to unit during combat. At start of combat, if foe’s HP = 100% and 【Penalty】 is active on foe, grants an additional Spd/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★ |
| Flow Refresh 1 | At start of combat, if unit’s HP = 100% and unit initiates combat, neutralizes effects that prevent unit’s follow-up attacks and restores 5 HP to unit after combat. | 5★ |
| Flow Refresh 2 | At start of combat, if unit’s HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit’s follow-up attacks and restores 7 HP to unit after combat. | 5★ |
| Flow Refresh 3 | If unit initiates combat, neutralizes effects that prevent unit’s follow-up attacks and restores 10 HP to unit after combat. | 5★ |
For Specials Skill
For Assists Skill
| Skill Name | Range | Effect | Learned At |
| Rally Attack | 1 | Grants Atk +4 to an adjacent ally until the end of the turn. | 5★ |
| Rally Up Atk | 1 | Grants Atk +3 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. | 5★ |
| Rally Up Atk+ | 1 | Grants Atk +6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. | 5★ |
For Weapons Skill
| Skill Name | Might | Range | Effect | Learned At |
| Iron Lance | 6 | 1 | No Effect | 5★ |
| Steel Lance | 8 | 1 | No Effect | 5★ |
| Silver Lance | 11 | 1 | No Effect | 5★ |
| Jolly Jade Lance | 16 | 1 | Enables 【Canto (Rem. +1)】. Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat. If a Rally Assist is used by unit, grants Atk/Spd+6 to unit for 1 turn and grants unit another action. (Once per turn.) | 5★ |
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