- Default
- Attack
- Special
- Injured
Brave Celica - Warrior Priestess |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 10 | 6 | 6 |
Middle | 16 | 7 | 11 | 7 | 7 |
High | 17 | 8 | 12 | 8 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 30 | 36 | 25 | 21 |
Middle | 38 | 33 | 39 | 29 | 24 |
High | 41 | 36 | 42 | 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
Alm-ost Omnislash™ (Galeforce)
Royal Sword (+Eff) | A | Death Blow 4 Alternate: Atk/Spd Solo (3 or 4) |
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Reposition | B | Double Lion | |
Galeforce | C | Time's Pulse 3 Alternate: Atk Tactic 3 |
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IVs | +ATK / -HP | S | Quickened Pulse Alternate: Death Blow 3 |
Weapon: Royal Sword (+Eff) / Royal Sword (+SPD)
Assist: Positional Assist
Special: Galeforce
Passive A: Death Blow / Swift Sparrow / ATK/SPD Solo
Passive B: Double Lion / Wings of Mercy
Passive C: Time’s Pulse / Preference
Sacred Seal: Quickened Pulse / Death Blow / Swift Sparrow
- Celica’s base kit along with the refine provides a good reference build for her to be a Galeforce oriented player phase unit.
- With the in-built acceleration of Royal Sword, the cooldown of Galeforce will drop to 1 if Celica takes down the opponent in 2 hits using Double Lion. The extra refine effect will result in 1 more charge, which leads to Galeforce activation.
- The primary goal of this build is to take her foes down in 2 hits. Stacking as much as attack as possible does increase the damage output, however could lead to some issues if she takes the foe out in a single hit. It is recommended for players to run other forms of cooldown acceleration from other units, such as from Infantry Pulse, Velouria’s Wolfpup Fang and Rafiel’s Groom’s Wing. For a self-sufficient build, players can give Celica Time’s Pulse and Quickened Pulse, which will enable Celica to charge Galeforce in a single strike.
- Due to Celica’s high speed, it is also possible to aim for a follow-up attack. While the damage ceiling is higher, Celica does not gain much from the follow-ups in terms of charging up Galeforce. For such a build, one should replace Death Blow with Swift Sparrow or ATK SPD Solo.
WHERE DID THE LIONS GO?! (Aether Raids Tank)
Royal Sword (+Eff) | A | Distant Counter | |
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Reposition | B | Spurn 3 Alternate: Null Follow-Up 3 |
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Sol Alternate: Galeforce |
C | Time's Pulse 3 Alternate: Pulse Smoke 3 |
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IVs | +SPD / -DEF | S | Quick Riposte 3 Alternate: Spd/Res Solo 3 |
Weapon: Royal Sword (+Eff)
Assist: Positional Assist / Rally Assist
Special: Sol / Galeforce / Aegis
Passive A: Distant Counter
Passive B: Spurn / Null Follow-Up
Passive C: Pulse Smoke / Time's Pulse / ATK Smoke
Sacred Seal: Quick Riposte / SPD/RES Solo
- This build focuses around the defensive nature of Royal Sword’s unique refinement. Celica’s weapon provides 5 to all stats, 7 HP and -1 cooldown after combat similar to a combination of Mystic Boost and Special Spiral. When paired with Time’s Pulse, Royal Sword becomes effectively a weapon similar to Slaying Edge, which is definitely useful for her to charge higher cooldown specials. Players are recommended to run other form of special mitigation, such as those from Even Pulse Tie and Odd Pulse Tie, otherwise Pulse Smoke is probably a safer pick.
- The choice of specials is dependent on her support. If a player chooses to run Brave Lucina as a support, due to the extra on-damage cooldown acceleration provided by Geirskogul, Sol is a good option. Otherwise, one can either use a lower cooldown healing special such as Noontime, or consider relying on her on-hit acceleration that Royal Sword comes with. The latter opens up the use of defensive specials such as Aegis, or offensive ones such as Luna. Players need to keep in mind that Royal Sword will need at least 1 ally within 2 spaces to be active in the enemy phase. Alternatively, using Galeforce leverages on Brave Celica's on-hit special acceleration well and has huge payoff as she can take out 2 foes in a single player phase.
- Brave Celica is spoilt for choice in terms of her Passive B. Due to her high speed, both Null Follow-up and Spurn are legitimate options for Celica to consider depending on a user’s taste and preferences.
- If a player does not run Null Follow-Up, it might also be worthwhile for Celica to run Quick Riposte as the Sacred Seal to be capable of following up from any form of follow-up negation such as Sturdy Impact and Brave Roy’s Blazing Durandal.
Alm-orsmasher (Arena Anti-Armor)
Armorsmasher+ (+Atk) | A | Death Blow 4 | |
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Reposition | B | Double Lion | |
Glimmer | C | Joint Drive Atk Alternate: Atk Tactic 3 |
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IVs | +ATK / -RES | S | Death Blow 3 |
Preferred IV:+ATK / -RES
Weapon: Armorsmasher+ (+Atk)
Assist: Reposition
Special: Glimmer
Passive A: Death Blow
Passive B: Double Lion
Passive C: Joint Drive ATK / Flexible
Sacred Seal: Death Blow / Flashing Blade / Heavy Blade / Quickened Pulse
- For players looking to use Celica in Arena Assault, an Armorsmasher+ can be a great investment to counter one of the most common class you'll encounter. +ATK is the recommended boon without question, as few armored heroes will manage to avoid Celica's four attacks. Nonetheless, offense is the best defense in this case: Celica will want to maximise her attack in order to KO enemy armored heroes within two blows, otherwise she risks a retaliation.
- As the objective of the build is to delete armors in 2 hits, the only stat she cares about is ATK to allow effective damage to scale to take down any armored foes. Hence, the build Joint Drive ATK and stacking Death Blow in both her Passive A and Sacred Seal to maximise that scaling. Glimmer is also chosen as it also stacks with effective damage.
- Though Celica can almost singlehandedly destroy armored teams with this build, it's not perfect by any means. Without her Royal Sword, Double Lion is still a problem, as Celica will be reliant on support to keep the powerful effect active. Without it, she risks taking heavy damage against armored heroes that she fails to defeat in a single blow, which can spell defeat. Additionally, Celica will find herself far weaker than usual if she doesn't have any armored opponents to face. Against dragon heroes or other classes, Celica will struggle more considerably than she would with a more flexible offensive build. For such situations, relying on Glimmer activation is not the worst idea possible.
Strengths
Double Lion
Celica’s unique skill allows her to massively increase her offensive potential by attacking twice. Unlike follow-up mechanics which can be countered by skills such as Odd Follow-Up and potentially get hit in retaliation, attacking twice cannot be prevented at the time of writing and allows Celica to protect herself from any retaliation if she defeats her foe with two attacks.
Double Lion being a skill also allows Celica to utilize any weapon of her choice, allowing her to uniquely quad strike with any weapon (instead of being limited to Brave weapons). Lastly, a 300 SP Passive B skill does enable Celica to outscore infantries of a similar stat total in coliseum related modes.
Royal Sword
Royal Sword provides Brave Celica with unprecedented flexibility that could work in a player-phase and enemy-phase focused build.
Royal Sword received a significant buff from the refinement by laxing the condition of the on-hit acceleration to be initiating combat while retaining her original condition of an ally within 2 spaces. This flexibility allows Celica to form a basis of her 2 predominant strategy; a player-phase focused Galeforce playstyle, or turtling with her allies in a defensive tanking playstyle.
The same could be said for the unique refinement. It works hand-in-hand with Double Lion and Galeforce to allow Brave Celica to repeat her double attacking feat by providing her both cooldown reduction and heal after combat. In another perspective, the healing and cooldown reduction can be used to charge more powerful specials in combat and provide sustain.
Great Skill Access
As Brave Celica is a sword infantry hero, she has access to a variety of passive skills that improve her combat capability in several different roles. This includes Time’s Pulse for Galeforce purposes, or Null Follow-Up and Spurn for tank strategies.
Weaknesses
Low Resistance
Celica’s base Resistance is only 24, leaving her vulnerable to KO by magic-based attackers. Celica should be particularly wary of ranged mages who can catch her out with their good attack range, and potentially dragons.
Susceptible to Offensive Chills
Celica’s visible speed is on a rather high side, and this is potentially compounded by the additional 3 speed from Royal Sword. This meant that chills that are based around speed are very likely to hit Brave Celica. This includes the Bright Shrine in Aether Raids
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 |
Royal Sword Grants Spd+3. If unit is within 2 spaces of an ally, grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) Learns by default at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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Night Sky Boosts damage dealt by 50%. Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
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100 | 3 |
Astra Boosts damage dealt by 150%. Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
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200 | 4 |
Galeforce If unit initiates combat, grants unit another action after combat. (Once per turn.) Unlocks at 5 ★
Inheritable by Sword, Lance, and Axe users only.
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500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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Death Blow 1 If unit initiates combat, grants Atk+2 during combat.
Non-inheritable by Staff-wielding units.
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50 | A |
Death Blow 2 If unit initiates combat, grants Atk+4 during combat.
Non-inheritable by Staff-wielding units.
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100 | A |
Death Blow 3 If unit initiates combat, grants Atk+6 during combat.
Non-inheritable by Staff-wielding units.
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200 | A |
Death Blow 4 If unit initiates combat, grants Atk +8 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
Double Lion If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.)
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
Atk Tactic 1 At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
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60 | C |
Atk Tactic 2 At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
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120 | C |
Atk Tactic 3 At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Echoes
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