Hey, I’m Zathong and this guide is about Scion Leif Build in Fire Emblem Heroes (FEH).
Best Scion Leif 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 Scion Leif build for the meta. Learn more about Scion Leif’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Scion Leif Builds
: Bow of Twelve | A : Atk/Spd Catch 4 |
: Reposition | B : S Drink |
: Deadeye | C : Fatal Smoke 3 |
S : Quickened Pulse |
Recommended IVs
- +Spd/-Res
- +Spd for a +10 merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 315/814 |
Atk | 40 | Rank: 44/814 |
Spd | 41 | Rank: 23/814 |
Def | 27 | Rank: 355/814 |
Res | 20 | Rank: 580 /814 |
Roles
- Ranged Physical
- Effective Weapon
- Exclusive Skill
- Duo / Harmonized
Counters & Teammates
Counters
These picks are strong against Scion Leif in game.
Teammates
These picks are good against Scion Leif in game.
Gameplay
Skills
These are all skill for Scion Leif: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Spd Catch 1 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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/Spd Catch 2 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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/Spd Catch 3 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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/Spd Catch 4 | At start of combat, if foe’s HP=100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe’s HP=100% and【Penalty】is active on foe, grants an additional Atk/Spd+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★ |
S Drink | At the start of turn 1, restores 99 HP and grants Special cooldown count -1. | 5★ |
Pulse Smoke 1 | If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.) | 5★ |
Pulse Smoke 2 | If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.) | 5★ |
Pulse Smoke 3 | Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Night Sky | (Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ |
Astra | (Cooldown Count = 4) Boosts damage dealt by 150%. | 5★ |
Njörun’s Zeal | (Cooldown Count = 3) If unit initiates combat, grants unit another action after combat. (Once per turn.) When Special triggers, inflicts “restricts movement to 1 space” on unit and Pair Up cohort through their next action. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Bow | 4 | 2 | Effective against flying units. | 5★ |
Steel Bow | 6 | 2 | Effective against flying units. | 5★ |
Silver Bow | 9 | 2 | Effective against flying units. | 5★ |
Bow of Twelve | 14 | 2 | Enables 【Canto (1)】. Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit’s HP ≥ 75% at start of combat and foe uses magic or staff, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.) | 5★ |
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