Fire Emblem Heroes

FEH Sain Build: Best IVs [Fire Emblem Heroes]

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

:    Jolly Jade LanceA :  Atk/Spd Catch 4
:  Rally Up Atk+B : Flow Guard 3
: BonfireC : 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 / -ResSain’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 mergeWe 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★)

HP40Rank: 363/814
Atk42Rank: 22/814
Spd38Rank: 172/814
Def36Rank: 110/814
Res18Rank: 742/814

Stat Variations

Initial Stats (with Skills)

HPAtkSpdDefResTotal
5★ Lv.1182810101900-01-0269

Lv 40+10 Stats (5★)

HPAtkSpdDefResTotal
+10 Merges W/ Skill Bonuses456543411900-01-21216
Lv.40 +10454643411900-01-21197

Stats at Lv 40

HPAtkSpdDefResTotal
5★- Adjusted for Skills406138361900-01-17193
5★ Lv.40404238361900-01-17174

Roles

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 supportAbysmal Res
Great physical bulk and sustainWeak 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 NameEffectLearned At
Spd/Def Catch 1At 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 2At 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 3At 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 4At 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 1At 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 2At 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 3If 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 NameRangeEffectLearned At
Rally Attack1Grants Atk +4 to an adjacent ally until the end of the turn.5★
Rally Up Atk1Grants Atk +3 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.5★
Rally Up Atk+1Grants Atk +6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.5★

For Weapons Skill

Skill NameMightRangeEffectLearned At
Iron Lance61No Effect5★
Steel Lance81No Effect5★
Silver Lance111No Effect5★
Jolly Jade Lance161Enables 【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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