- Default
- Attack
- Special
- Injured
Fallen Mareeta - The Blade's Pawn |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 10 | 6 | 3 |
Middle | 18 | 9 | 11 | 7 | 4 |
High | 19 | 10 | 12 | 8 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 30 | 38 | 25 | 20 |
Middle | 42 | 33 | 41 | 29 | 23 |
High | 45 | 36 | 45 | 32 | 27 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Fury of the Fallen (2HKO Artist)
Shadow Sword (+Eff) | A | Flashing Blade 4 | |
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Positional Assist | B | Null Follow-Up 3 | |
Luna Alternate: Dragon Fang |
C | Atk/Spd Menace Alternate: Time's Pulse 3 |
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IVs | +Atk and/or +Spd / -HP or -Def or -Res | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
Weapon: Shadow Sword (+Eff)
Assist: Positional Assist
Special: Luna / Dragon Fang
Passive A: Flashing Blade 4
Passive B: Null Follow-Up
Passive C: Atk/Spd Menace / Time’s Pulse
Sacred Seal: Atk/Spd Solo / Blade Session
- Mareeta can 2HKO with exceptional reliability, as Shadow Sword guarantees that she can activate strong Specials while also allowing her to perform follow-ups before the enemy can counterattack and granting her effectively either +18/+10 Atk/Spd or +10/+18 Atk/Spd during combat depending on whether the enemy has more visible Def than Spd (former stat bonuses) or vice versa (latter stat bonuses).
- The combination of Shadow Sword’s -1 Special cooldown and Flashing Blade 4’s additional Special charge on hit (if Mareeta exceeds the enemy’s Spd, which she very likely will) allows her to activate 3-cooldown Specials such as Luna on her follow-up. With Time’s Pulse in her C slot, she can even activate 4-cooldown Specials on her follow-up for the first initiation of each Player Phase, letting her unleash powerful Dragon Fangs that will typically grant at least 30 extra damage on activation.
- Null Follow-Up is necessary to ensure Mareeta’s follow-up is not stymied by follow-up prevention.
- If not using Time’s Pulse in Mareeta’s C slot, Atk/Spd Menace can be used instead to maximize her damage output and follow-up and Flashing Blade consistency, as it inflicts -6 Atk/Spd on the nearest enemies within four spaces while granting +6 Atk/Spd to Mareeta at the start of the turn.
- Offense-increasing Seals such as Atk/Spd Solo and Blade Session are ideal, with the former granting +6 Atk/Spd during combat if Mareeta is not adjacent to an ally and the latter granting +3, +6, or +9 Atk/Spd on initiation if zero, one, or at least two allies have moved respectively.
Umbral Erasure (Galeforce)
Shadow Sword (+Eff) | A | Flashing Blade 4 Alternate: Fury 4 |
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Positional Assist Alternate: Ardent Sacrifice |
B | Null Follow-Up 3 | |
Galeforce | C | Even Tempest 3 Alternate: Odd Tempest 3 |
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IVs | +Atk and/or +Spd / -HP or -Def or -Res | S | Atk/Spd Solo 3 Alternate: Fury 3 |
Weapon: Shadow Sword (+Eff)
Assist: Positional Assist / Ardent Sacrifice / Reciprocal Aid
Special: Galeforce
Passive A: Flashing Blade 4 / Fury 4
Passive B: Null Follow-Up
Passive C: Even Tempest / Odd Tempest
Sacred Seal: Atk/Spd Solo / Fury
- Thanks to Shadow Sword’s -1 Special cooldown, +10 Atk/Spd, Guard nullification, Desperation effect, and either -8 Spd or -8 Def on the enemy during combat, Mareeta is a great Galeforcer. However, she has two key points of restriction:
- Mareeta’s base 42 HP is just enough to reach 57 HP with three Mythics. This is problematic because the combination of Fury 4 in her A slot and Fury in her S slot deals 14 recoil damage per combat; after two combats, she will be at 29 HP, which is just above the 50% HP requirement for allies to teleport to spaces adjacent to Mareeta with Wings of Mercy. She will need an HP flaw or only two Mythics to be a reliable beacon; note that because Shadow Sword’s Desperation effect enables 2HKOing before the enemy can counterattack, relying on counterattacks to reach this HP threshold is rather unreliable. However, with Winter Bernadetta’s 1 HP of damage to herself and allies within two spaces, Mareeta can drop to ≤ 50% by sacrificing her own HP to heal others via Ardent Sacrifice or Reciprocal Aid.
- Mareeta’s reliance on Null Follow-Up in her B slot prevents her from using Wings of Mercy, meaning she either needs to be the one to initiate a Galeforce chain or needs to use her additional action granted by Galeforce to retreat.
- If not using double Fury, Mareeta’s base Flashing Blade 4 is an excellent A slot, granting additional Special charge and 5 true damage if she is faster than the enemy. Seals that increase her offenses maximize damage output, making those such as Atk/Spd Solo—which grants +6 Atk/Spd during combat if Mareeta is not adjacent to an ally—ideal.
- Shadow Sword’s Guard nullification makes Time’s Pulse a redundant C slot for Mareeta, making it a fairly flexible slot in general. Odd Tempest and Even Tempest help patch her two movement on alternating phases, with Odd Tempest being more beneficial for hit-and-runs on turn 1 (since Mareeta can infiltrate, then retreat outside of enemy threat ranges to activate Safety Fence) and Even Tempest being more beneficial after using the free turn 1 granted by Safety Fence to position units.
Strengths
Respectable Offenses
Although 33 Atk is only passable for today’s standards, Mareeta’s 41 Spd is still excellent, allowing her to consistently perform follow-ups.
Shadow Sword
Update 6.7 breathed some much needed life into Fallen Mareeta (clearly she needs it; have you seen her?) through a Shadow Sword refine. What was once just -1 Special cooldown and Desperation if Mareeta’s HP was ≥ 50% is now a much stronger personal weapon:
- Shadow Sword retains its Slaying and Desperation effect, though the HP condition for the later is now the modern ≥ 25%. Mareeta also gains +5 Atk/Spd during combat on this HP condition.
- If the enemy’s HP at the start of combat is ≥ 75%, Mareeta gains an additional +5 Atk/Spd during combat and Guard nullification, in addition to a hitherto unseen effect branch:
- If the enemy’s visible Spd is greater than their visible Def, Mareeta inflicts -8 Spd on them during combat.
- If the enemy’s visible Def is greater than their visible Spd, Mareeta instead inflicts -8 Def on them during combat.
Effectively, Shadow Sword grants Mareeta Slaying, Guard nullification, and either +10/+18 Atk/Spd or +18/+10 Atk/Spd depending on the enemy’s stats, which is overall a much-needed and incredible upgrade from what it once granted her.
Infantry Advantages
Access to key skills such as Flashing Blade, Null Follow-Up, Time’s Pulse, and Tempest skills keep Mareeta’s damage output impressive and consistent.
Weaknesses
Inflexible B Slot
Much of Mareeta’s combat prowess hinges on keeping Null Follow-Up in her B slot for three reasons:
- Shadow Sword has neither part of Null Follow-Up, jeopardizing Mareeta’s offensive and defensive capabilities.
- Shadow Sword also lacks a guaranteed follow-up, meaning follow-up prevention significantly reduces Mareeta’s damage output.
- Should Mareeta fail to 2HKO, her average physical bulk and low magical bulk lend themselves poorly to Mareeta’s survivability against two counterattacks (which units will be able to perform against her via a guaranteed follow-up).
Competition
As both a Galeforcer and a general Player Phase unit, Mareeta faces stiff competition from a myriad of units (including her Ascendant version, funnily enough), with her general inability to use Wings of Mercy in her B slot due to her aforementioned reliance on Null Follow-Up particularly damaging her performance in the former role.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Sword
Only Inheritable by Sword Units.
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50 | 1 | 6 |
Steel Sword
Only Inheritable by Sword Units.
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100 | 1 | 8 |
Silver Sword
Only Inheritable by Sword Units.
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200 | 1 | 11 |
Shadow Sword Accelerates Special trigger (cooldown count-1). If unit's HP≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. Learns by default at 5 ★ Unlocks at 5 ★ |
400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Devourer |
Arcane Éljúðnir |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Flashing Blade 1 If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) Excludes Flying, Cavalry, and Staff Units |
60 | A |
Flashing Blade 2 If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) Excludes Flying, Cavalry, and Staff Units |
120 | A |
Flashing Blade 3 If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) Excludes Flying, Cavalry, and Staff Units Unlocks at 4 ★ |
240 | A |
Flashing Blade 4 If unit's Spd > foe's Spd, grants Special cooldown charge +1 and deals +5 damage per unit's attack. (Only highest value applied. Does not stack.) Excludes Flying, Cavalry, and Staff Units Unlocks at 5 ★ |
300 | A |
Null Follow-Up 1 At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only |
60 | B |
Null Follow-Up 2 At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only |
120 | B |
Null Follow-Up 3 Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Infantry Units Only Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Thracia 776
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