- Default
- Attack
- Special
- Injured
Picnic Flora - Signature Dish |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 11 | 4 | 6 | 9 |
Middle | 19 | 12 | 5 | 7 | 10 |
High | 20 | 13 | 6 | 8 | 11 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 40 | 35 | 19 | 25 | 35 |
Middle | 43 | 38 | 22 | 29 | 38 |
High | 46 | 41 | 25 | 32 | 41 |
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 |
---|---|---|---|---|
Skill Sets
Sandwich Toss 2022 Featuring Weapon Refinement (Defensive Far Save)
Sæhrímnir (+Eff) | A | Atk/Res Unity Alternate: Sturdy Stance 3 |
|
---|---|---|---|
Positional Assist | B | Crafty Fighter 3 Alternate: Slick Fighter 3 |
|
Noontime | C | A/R Far Save 3 | |
IVs | +ATK or +RES / -SPD | S | Mystic Boost 3 Alternate: Mirror Stance 2 |
Weapon: Sæhrímnir / Courtly Mask (+Res)
Assist: Reposition / Preference
Special: Noontime
Passive A: Atk/Res Unity / Distant Def 4 / Mirror Stance 3 / Sturdy Stance 3
Passive B: Crafty Fighter / Slick Fighter
Passive C: A/R Far Save
Sacred Seal: Mystic Boost / Distant Def / Mirror Stance / Bracing Stance
- While already a fairly decent choice for a red Far Save armor, Picnic Flora’s weapon refinement gives her a variety of improvements to her weapon: increasing the percentage threshold for her weapon’s Resistance scaling stat reduction from 50% to 80%, giving her a stat bonus during combat as long as her HP is above or equal to 25%, and an additional stat bonus in addition to two added effects that occur depending on how much higher Flora’s Resistance is than the foe’s. If the difference is above 1, Flora gains 30% damage reduction against the foe’s first attack, and above 7 the foe additionally cannot make a follow-up attack.
- Besides the drastic improvements she received from her refine, her playstyle remains mostly unchanged as a Far Save armor. Skills such as Atk/Res Unity and Mirror Stance 3 are great choices for her A slot thanks to the extra stats they provide and their added benefits, be it protection from debuffs or Guard respectively.
- Unity skills should be used with Crafty Fighter, while Flora is better off using other A slots with Slick Fighter so that Flora has both debuff negation and another effect. (Either Guard or buff negation in the case of Distant Def 4.)
- A/R Far Save is the centerpiece of the build, letting Flora deny ranged enemies from attacking any allies within 2 spaces of her and forcing them to attack into her instead. Save skills define the meta at present and have essentially no counterplay at the time of writing besides trying to bait an enemy unit outside of the Save unit’s range, and Flora’s good staline coupled with the hefty stat boosts given to her by her weapon make it easy for Flora to exploit Far Save to its fullest.
- Mystic Boost is a great Sacred Seal option as it gives Flora some much needed passive healing after combat in addition to negating adaptive damage against her. Otherwise stat boosting enemy phase sacred seals such as Distant Def are great options as well.
Strengths
Refined Sæhrímnir
Picnic Flora’s Refined Sæhrímnir is a fantastic weapon, giving her a hefty amount of stats and an array of excellent effects while significantly reducing the foe’s Attack and Defense. However, bear in mind that many of these effects hinge on the foe’s Resistance being lower than Flora’s, which can be problematic when in combat against foes with extremely high Resistance.
Armored Unit
Being an Armored unit is a massive boon thanks as they gain access to the extremely powerful Fighter and Save skills, something most other units would love to have. Access to Save skills is particularly noteworthy as they essentially let her allies void their bad matchups and force the foe in question to fight her instead. This does come with a weakness to Armor effective weaponry, however.
Weaknesses
Poor Speed/Middling Defense
Flora’s lackluster Speed and middle of the road Defense stats make her easy prey for hard hitting player phase melee foes, and her middling Defense also makes it more difficult for her to tank physical ranged units with Far Save unless she invests further into her Defense stat.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
Iron Dagger After combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
|
50 | 2 | 3 |
Steel Dagger After combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
|
100 | 2 | 5 |
Silver Dagger After battle, inflicts Def/Res-5 on foe through its next action.
Dagger users only.
|
200 | 2 | 7 |
Sæhrímnir Effective against beast foes. Grants Atk+3. At start of combat, if unit's Res > foe's Res, reduces foe's Atk/Def by 50% of difference between stats during combat (Calculates reduction before combat. Maximum penalty of -8) After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next action. Learns by default at 5 ★ Unlocks at 5 ★ |
400 | 2 | 14 |
Available Rearmed Weapons |
---|
Arcane Void |
Special Skills
Special Skills | SP | Turns |
---|---|---|
Chilling Wind Boosts damage dealt by 50% of unit's Res. Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
|
100 | 4 |
Iceberg Boosts damage dealt by 50% of unit's Res.
Non-inheritable by Staff-wielding units.
|
200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
AR-D Atk/Res 1 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
|
60 | A |
AR-D Atk/Res 2 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
|
120 | A |
AR-D Atk/Res 3 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
|
240 | A |
Bold Fighter 1 If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
|
60 | B |
Bold Fighter 2 If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
|
120 | B |
Bold Fighter 3 If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
|
240 | B |
Armor March 1 If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
|
60 | C |
Armor March 2 If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
|
120 | C |
Armor March 3 If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)
Only inheritable by armor units.
|
240 | C |
Other Info
Origin |
Fire Emblem Fates
|
---|