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Analysis by StanTheWoz
Ophelia - Dramatic Heroine

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
151
HP 38
ATK 37
SPD 33
DEF 20
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 6 8 4 7
Middle 16 7 9 5 8
High 17 8 10 6 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 34 30 17 20
Middle 38 37 33 20 23
High 41 41 36 23 26

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.
HPATKSPDDEFRES

Skill Sets

The Fresh Princess of Aether Raids (Blazing Special Spiral)

Build by StanTheWoz
Recommended
Missiletainn A Life and Death 4
Alternate: Life and Death 3
Positional Assist B Special Spiral 3
Alternate: Windsweep 3
Blazing Wind
Alternate: Blazing Flame
C Time's Pulse 3
Alternate: Savage Blow 3
IVs

+Atk / -HP or -Spd or -Def or -Res

SLife and Death 3
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Missiletainn

Assist: Positional Assist / Flexible

Special: Blazing Wind / Flexible

IVs: +Atk / -HP or -Spd or -Def or -Res

Passive A: Life and Death 4 / Life and Death 3

Passive B: Special Spiral / Windsweep

Passive C: Time’s Pulse / Savage Blow / Flexible

Sacred Seal: Life and Death 3 / Initiate Seal Atk 3 / Hardy Bearing

  • While Missiletainn lacks the sheer power of some newer weapons, it is still incredibly reliable and allows Ophelia to charge and unleash Specials easily. A 4-cooldown Special like Blazing Wind gets reduced to 3 by Missiletainn. At the start of turn 1, Ophelia will reduce its charge by 1 for each Tome user on her team, including herself. With three tomes, she will charge it immediately. With two, she needs an extra Pulse of some kind to get it fully charged; this can be achieved by an ally with higher HP and Infantry Pulse, or by using Time’s Pulse on Ophelia herself. 
  • Once Blazing Wind is charged, it will activate before any combat Ophelia initiates, targeting her foe and any foe adjacent to them and dealing damage equal to 1.5 times the difference between her out-of-combat Atk and their out-of-combat Res. Because this damage calculation references visible stats and ignores in-combat stat boosts, skills like Life and Death are preferred in order to increase Ophelia’s visible Atk. Likewise, effects like Chill Res or Sabotage Res on Ophelia’s allies can increase her damage by reducing enemy Res. 
  • After Blazing Wind hits, Ophelia attacks the weakened enemy in combat. Unless the enemy is using a skill such as Guard or Sturdy Stance 3 to slow her Special charge, she will gain 1 Special charge from this. By using Special Spiral, she will gain an additional 2 Special charge after combat, fully charging her Special again for the next combat. 
  • Blazing Wind is generally the best choice of Special due to its shape, but other Blazing Specials such as Blazing Thunder or Blazing Flame may be better choices depending on the battle mode Ophelia is being used in, as enemy teams tend to cluster in different arrangements depending on the mode. 
  • Hardy Bearing seal can be used instead of Life and Death in order to prevent Vantage effects from enemy units, though this will decrease Ophelia’s damage somewhat. Likewise, Windsweep can be used instead of Special Spiral in order to prevent counterattacks from physical units slower than Ophelia in modes where combats after her first are less important, such as Aether Raids Defense. 
  • If Time’s Pulse is not needed for the C skill, Ophelia benefits from a variety of different C skills depending on the mode she is used in. Savage Blow is a solid choice to deal slightly more damage to nearby foes and make it easier for her to KO them in later combats, while Pulse Smoke can disable charged enemy Specials, including those like Aegis which would reduce Ophelia’s damage. Attack buffs from skills like Atk/Spd Oath or Joint Hone Atk increase Ophelia’s Special damage further, but she can also receive these from teammates using skills like Atk Tactic. There are many other options that can excel in different contexts. 

One-Shot Sniper (In-Combat Special Spiral)

Build by StanTheWoz
Missiletainn A Atk/Spd Ideal 4
Alternate: Death Blow 4
Positional Assist B Special Spiral 3
Luna
Alternate: Blue Flame
C Time's Pulse 3
Alternate: Savage Blow 3
IVs

+Atk / -HP or -Def or -Res

SBlade Session 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Missiletainn

Assist: Positional Assist / Flexible

Special: Luna / Draconic Aura / Blue Flame / Flexible

IVs: +Atk / -HP or -Def or -Res

Passive A: Atk/Spd Ideal 4 / Death Blow 4 / Flexible

Passive B: Special Spiral

Passive C: Time’s Pulse / Savage Blow / Joint Drive Atk / Flexible

Sacred Seal: Blade Session / Flexible

  • This build is similar to the previous build, except that it uses in-combat Specials instead of Area-of-Effect Specials. This is generally a weaker option, but also lacks some of the particular weaknesses of the AoE build, such as the vulnerability to skills like Mirror Stance 3 that can disrupt Ophelia’s Special charge after combat. With a 3-cooldown Special like Luna, Missiletainn reduces its cooldown further to 2, so Special Spiral charges it fully again after every combat in which it activates. 
  • Any Ideal skill with Atk provides the largest reliable boost to Ophelia’s Atk, up to 9 if she is both at 100% HP and under the effect of any visible status buff (whether that be a buff to a stat like Atk or another status effect like Bonus Doubler from Legendary Eliwood). So Atk/Spd Ideal, Atk/Def Ideal, and Atk/Res Ideal all work, with Atk/Spd being arguably the best choice as the Spd may reduce the damage reduction Ophelia’s foe receives from a skill like Close Call
  • Likewise, Blade Session provides the largest possible boost to Atk from a seal, up to +9 if two of Ophelia’s allies are present on the map and have ended their turn before her action. 
  • The particular choice of Special is flexible, with no clear best option. Luna provides a larger power boost the more Res Ophelia’s foe has, which is generally helpful. Blue Flame provides a flat +25 damage if Ophelia is adjacent to an ally when she initiates combat, or +10 if she is not. Draconic Aura provides a boost equal to 30% of Ophelia’s Atk, which will usually be around 18-22 extra damage most of the time. It is generally a weaker option than Luna but may be worthwhile against foes with high HP and low Res. 

Strengths

Missiletainn

Despite not being a sword, Missiletainn is an extremely reliable weapon that has allowed Ophelia to maintain relevance in a meta filled with newer units with stronger tomes. While it does not give Ophelia any extra stats, the Slaying effect (Special cooldown -1) combined with the turn 1 charge allow Ophelia to charge powerful Specials like Blazing Wind easily, so long as there are other tome users on her team. 

Great Atk

Ophelia’s base 37 Atk allows her to deal great damage with Specials. 

Good Spd

Ophelia’s base 33 Spd is decent, and while she cannot necessarily follow-up attack against faster units, it does allow her to use skills like Windsweep to block follow-ups from slower units. 

Blue Tome Infantry

Ophelia’s status as a blue tome infantry allows her to use good skills like Time’s Pulse and Special Spiral and benefit from skills like Infantry Pulse

Weaknesses

Bad Defenses

Ophelia’s base 38 HP is mediocre and her base 20 Def and 23 Res are low. She will often be KO’d by a single attack from powerful units, especially if she is using skills like Life and Death to boost her Atk further. 

Damage Reduction or High Res

Skills like Spurn and Dragon Wall can reduce the damage of Ophelia’s Specials considerably, allowing foes to tank a hit and KO her with a counterattack. Foes with extremely high visible Res stats do not need damage reduction to do the same. Nagi combines both of these and is incredibly difficult for Ophelia to KO. 

Competition

While there is no other unit that does exactly what Ophelia does, she competes for a team slot with other powerful ranged units like Legendary Byleth (M), Valentine’s Chrom, and Winter Lysithea. She maintains a good niche as the queen of Blazing Specials, but isn’t always the best choice for every team. 

Weapon Skills

Weapons SP Rng. Mt.
Light
Blue Tome Users Only
50 2 4
Ellight
Blue Tome Users Only
100 2 6
Shine
Blue Tome Users Only
200 2 9
Missiletainn

Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 for each magic ally on your team (including unit).

Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Attack

Grants Atk+4 to an adjacent ally until the end of the turn.

1 150
Rally Up Atk

Grants Atk+3 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

1 300
Rally Up Atk+

Grants Atk+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

1 400

Special Skills

Special Skills SP Turns
Rising Light

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Light

Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Death Blow 1

If unit initiates combat, grants Atk+2 during combat.

Non-inheritable by Staff-wielding units.
50
A
Sturdy Blow 1

If unit initiates combat, unit granted Atk/Def+2 during battle.

Non-inheritable by Staff-wielding units.
120
A
Sturdy Blow 2

If unit initiates combat, unit granted Atk/Def+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Chill Res 1

At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
60
B
Chill Res 2

At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
120
B
Chill Res 3

At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem Fates

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