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Analysis by Chibi_Chu
Eyvel - Mistress of Fiana

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 41
ATK 33
SPD 35
DEF 38
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 10 7 5
Middle 17 9 11 8 6
High 18 10 12 9 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 30 32 35 22
Middle 41 33 35 38 25
High 44 36 38 42 29

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

Assets

  • +ATK: 33 Attack leaves much to be desired in terms of damage output. Increasing it to 36 with an Attack Asset increases Eyvel’s raw damage and allows her to make better use of her great physical bulk.
  • +SPD: While 35 Speed is decent and usually enough for Eyvel to avoid follow-up attacks, increasing it to 38 with a Speed Asset boosts her chances of performing follow-up attacks. 38 Speed is also high enough to frequently avoid follow-up attacks from some of the fastest units in the game, especially with Speed buffs.
  • +DEF: A Defense Superasset increases Eyvel’s Defense from 38 to a stellar 42, allowing her to initiate safer against physical enemies and take multiple physical attacks more reliably.

Neutral

  • HP: While decreasing Eyvel’s magical bulk with an HP Flaw is negligible, decreasing her physical bulk is undesirable, as it decreases her ability to perform her niche as a decently fast physical tank. 
  • RES: While Resistance is usually Eyvel’s best Flaw due to her 65 magical bulk already being low, Eyvel has a Resistance Superasset. If Eyvel is +RES, she will have 29 Resistance and can become a mixed tank or even a support unit via Ploys and Sabotages with some investment in Resistance.

Skill Sets

Heroic Statue (Physically Defensive Generalist)

Build by
Recommended
Guard Sword+ (+Spd)
Alternate: Safeguard+ (+Spd)
A Steady Breath
Alternate: Fierce Breath
Reposition B Chill Def 3
Alternate: Quick Riposte 3
Bonfire
Alternate: Ignis
C Atk Smoke 3
Alternate: Pulse Smoke 3
IVsSDarting Stance 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD or +DEF / -RES

  • Eyvel has a variety of great Assets to choose from. +ATK boosts her raw damage, +SPD increases her chances of performing and avoiding follow-up attacks, and +DEF helps her take lake damage damage from physical hits and increase her Bonfire/Ignis damage. -RES is chosen because mixed tanking is not a focus of this set.

Weapon: Guard Sword+ (+SPD or +DEF) / Safeguard+ (+SPD or +DEF)

  • Eyvel’s native Guard Sword is arguably the best sword for defensive tanking, as preventing the enemy from activating their Special as quickly is generally more valuable than Safeguard’s +7 Defense on Enemy Phase. +DEF grants her extra safety against physical enemies, while +SPD helps secure follow-up attacks. 

  • If utilizing Steady Stance 4 or Guard in Eyvel’s B slot, she can opt to run Safeguard to increase her Defense on Enemy Phase instead.

Assist: Reposition / Flexible 

Special: Bonfire / Ignis 

  • Given that this set focuses on increasing Eyvel’s Defense on Enemy Phase, Bonfire and Ignis are Eyvel’s strongest Specials because their damage scales on her Defense stat. Bonfire vs. Ignis is player preference, with the former having 1 less cooldown and the latter granting damage based on 80% of Defense rather than 50%. If using a Breath skill, Ignis should be used because Eyvel can activate it in one combat if she performs a follow-up attack and the enemy has no Guard effect. 

Passive A: Steady Breath / Fierce Breath / Steady Stance (3 or 4) / Distant Counter / Fury (3 or 4)

  • Both Steady Breath and Fierce Breath are fantastic options for Eyvel, granting her +1 Special charge per attack (with the former granting +4 Defense and the latter granting +4 Attack). Special cooldown is very valuable, as Eyvel’s mediocre Attack can lead to disappointing damage output and being completely shut down by the enemies’ Guard effects.

  • Steady Stance is another strong option, granting Eyvel +6/8 Defense on Enemy Phase. Steady Stance 4 is especially beneficial because of its Guard effect, allowing Eyvel to wield a weapon aside from Guard Sword.

  • Distant Counter allows Eyvel to counterattack against ranged enemies, which is very valuable because she has the potential to survive and counterattack against many physical enemies.

  • Serving as an all-rounder and budget-friendly option, Fury grants Eyvel +3/4 to all stats in exchange for 6/8 recoil damage after every combat. She greatly appreciates the Attack, Speed, and Defense to strengthen her niche, damage output, and survivability.

Passive B: Chill Def / Quick Riposte / Null C-Disrupt

  • Due to her lackluster Attack, Chill Def is a solid choice that allows Eyvel and her physical allies to deal more damage to physically-bulky enemies.

  • If unwilling to invest into her Speed, Eyvel can utilize Quick Riposte instead to guarantee her follow-up attack on Enemy Phase if her HP is ≥70%.

  • Null C-Disrupt guarantees that she will be able to counter against any enemy with Distant Counter, greatly increasing her damage output and consistency.

Passive C: Atk Smoke / Pulse Smoke / Flexible 

  • Atk Smoke allows Eyvel to inflict -7 Attack on the target and enemies within 2 spaces of the target, granting her entire team extra durability after combat.

  • While Pulse Smoke isn’t as useful as Atk Smoke if utilizing Guard Sword, it can stifle skills that grant the enemy +1 Special charge per attack such as Flashing Blade and Special Fighter.

  • Otherwise, Eyvel’s C slot is flexible and can be changed based on her teammates.

Sacred Seal: Darting Stance / Quick Riposte / Close Def / Fierce Stance / Steady Stance

  • Darting Stance grants Eyvel some much needed Speed on Enemy Phase, allowing her to perform and avoid follow-up attacks more consistently.

  • Quick Riposte can be used if it is not used in Eyvel’s B slot.

  • Close Def grants Eyvel +6 Def/Res against melee initiators, increasing her survivability.

  • Fierce Stance and Steady Stance are also strong alternatives, increasing either her daamage output or her physical bulk during Enemy Phase.

Setting Mareeta's Example (Offensive)

Build by
Cake Cutter+ (+Spd)
Alternate: Slaying Edge+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Push 4
Reposition B Desperation 3
Alternate: Null Follow-Up 3
Moonbow
Alternate: Bonfire
C Def Smoke 3
Alternate: Even Spd Wave 3
IVsSFlashing Blade 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • +ATK and +SPD are Eyvel’s strongest Assets for an offensive set, with the former granting higher raw damage and the latter increasing Eyvel’s chances of performing a follow-up attack. -RES is chosen because Eyvel will not be utilizing her magical bulk very much for this set.

Weapon: Cake Cutter+ (+SPD) / Slaying Edge+ (+SPD) 

  • Cake Cutter is a strong offensive weapon, granting +4 Atk/Spd (Swift Sparrow 2) on initiation. This boosts Eyvel’s damage output and follow-up potential, with a +SPD refine further increasing the latter.

  • Slaying Edge is a strong alternative, allowing Eyvel to activate her Specials more consistently and use slow-charging Specials without much penalty.

Assist: Reposition / Flexible 

Special: Moonbow / Bonfire / Luna / Galeforce

  • Moonbow and Luna are great options that ignore 30/50% of the enemy’s Defense when activated. In combination with Desperation and Flashing Blade or Heavy Blade, Eyvel can activate 2-cooldown Specials on her second attack if her enemy does not have a Guard effect; this is also possible for Luna and Bonfire, but require Slaying Edge.

  • Bonfire can be used to grant extra damage based on Eyvel’s Defense, which is fantastic given Eyvel’s 38 base Defense.

  • Galeforce is another strong option that allows her to move again when activated. Eyvel is a unique Galeforcer thanks to her fantastic Defense because she can frequently survive at least 2 physical counterattacks, meaning players can choose Null Follow-Up over Desperation without much fear in Eyvel being KO’d by a second enemy counterattack.

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Push 4 / Atk/Spd Solo / Life and Death (3 or 4) / Sturdy Impact / Bonus Doubler

  • Given that this is an offensive set, Eyvel will be initiating for most of her combat. As such, Swift Sparrow is a great option, granting Eyvel higher damage output and chances of performing follow-up attacks via +4/6 Attack and +4/7 Speed on initiation.

  • Atk/Spd Push 4 is an incredibly strong option as well, granting +7 Atk/Spd during combat if Eyvel’s HP is ≥25%.

  • Offensive units will sometimes need to stray from their allies, making Atk/Spd Solo a great option for Eyvel. Its +6 Atk/Spd also applies on Enemy Phase, granting Eyvel some extra damage output and survivability whenever she needs to defend.

  • Life and Death is an effective and budget-friendly alternative, although it decreases Eyvel’s Defense and weakens her niche as a physically-sturdy Galeforcer and offensive unit.

  • Granting +6 Attack and +10 Defense and preventing enemies from performing follow-up attacks on initiation, Sturdy Impact is a very powerful choice. It also grants +5 damage when Bonfire activates and helps ensure Eyvel’s survivability when initiating against physical enemies.

  • If visible buffs to key stats (Attack, Speed, and Defense) can be consistently granted to Eyvel, Bonus Doubler is a fantastic, albeit expensive option that increases her damage output and durability. 

Passive B: Desperation / Null Follow-Up 

  • While Eyvel doesn’t necessarily need Desperation thanks her to fantastic physical bulk, it’s still a strong B slot that allows her to perform a follow-up attack before her enemy can counterattack if her HP is ≤75%. This can be especially beneficial in a pinch where enemies can deal just enough damage to KO Eyvel on their counterattack. In combination with Flashing Blade or Heavy Blade and a 2-cooldown Special, Eyvel can activate her Special on her second attack if the enemy has no Guard effect active; the same goes for any 3-cooldown Special if Eyvel is wielding a Slaying Edge instead.

  • Null Follow-Up is a great option (especially for Galeforce), as it guarantees that Eyvel performs a follow-up attack if she can and prevents enemies from performing follow-up attacks with skills such as Vengeful Fighter and Quick Riposte.

Passive C: Def Smoke / Odd/Even Atk Wave / Odd/Even Spd Wave / Flexible

  • Def Smoke is a strong option that increases Eyvel and her physical allies’ damage output by inflicting -7 Defense on the target and enemies within 2 spaces of the target after combat. This is especially helpful with Galeforce, as Eyvel can KO an enemy, debuff nearby enemies, then KO another enemy.

  • Odd/Even Atk Wave and Odd/Even Spd Wave are strong alternatives that boost Eyvel’s damage output and chances of performing a follow-up attack. She can also buff allies with Wave skills, giving Eyvel a bit of support potential.

  • Of course, Eyvel’s C slot is flexible and can be changed depending on her team.

Sacred Seal: Flashing Blade / Heavy Blade / Sturdy Blow / Darting Blow 

  • Flashing Blade and Heavy Blade are important for most offensive sets, with Eyvel’s being no exception. If activated, they grant Eyvel +1 Special charge whenever she attacks, increasing the rate at which she activates her Specials.

  • Sturdy Blow grants Eyvel +4 Atk/Def on initiation, increasing her damage output and durability against physical enemies.

  • If the player is concerned about Eyvel’s consistency in performing follow-up attacks, she can use Darting Blow to increase her Speed by 6 on Player Phase.

Leading Fiana's Defense (Mixed Defense)

Build by
Guard Sword+ (+Res)
Alternate: Barrier Blade+ (+Res)
A Distant Counter
Alternate: Fort. Def/Res 3
Reposition B Null C-Disrupt 3
Alternate: Quick Riposte 3
Bonfire
Alternate: Ignis
C Atk Smoke 3
Alternate: Pulse Smoke 3
IVsSQuick Riposte 3
Alternate: Distant Def 3

Show Explanation/Analysis

Preferred IV: +RES / -HP

  • While Eyvel’s Resistance sits at an unremarkable 25, she can increase it to a decent 29 with a Resistance Superasset. With enough Resistance investment, she can become a fantastic mixed tank because of her amazing 38 Defense.

Weapon: Guard Sword+ (+RES) / Barrier Blade+ (+RES) 

  • Guard Sword is a strong option for this set, preventing enemies from activating their Specials as frequently. This is generally more valuable than Safeguard and Barrier Blade, although they’re far from weak choices. +RES is chosen to increase her magical bulk.

  • If utilizing Steady Stance 4, Warding Stance 4, or Guard, Eyvel can alternatively run Barrier Blade to increase her Resistance by 7 on Enemy Phase. 

Assist: Reposition / Flexible 

Special: Bonfire / Ignis / Iceberg / Glacies 

  • Specials that scale based on Eyvel’s Defense or Resistance are by far her strongest Specials since both will be very high. Whether Bonfire or Iceberg is used depends on whether Eyvel will consistently have more Defense or Resistance on Enemy Phase. This can vary depending on skills, so the player should deduce which Special grants more bonus damage. This logic also applies to Ignis vs. Glacies.

Passive A: Distant Counter / Fort. Def/Res 3 / Warding Stance (3 or 4) / Mirror Stance (2 or 3) / Steady Stance (3 or 4)

  • Distant Counter is important for this set, allowing Eyvel to put her mixed bulk to use by counterattacking after surviving a ranged attack. This greatly boosts Eyvel’s damage output and allows her to activate her Specials more frequently.

  • Given that this set focuses on mixed bulk, Fort. Def/Res 3 is an amazing option that sacrifices 2 Attack for 6 Def/Res. The boost in Defense and Resistance also increases her Special damage.

  • Warding Stance and Steady Stance are both strong alternatives, granting +6/8 Defense or Resistance on Enemy Phase. The max-upgraded (4th) versions of these skills also grant Guard when defending, allowing Eyvel to wield Barrier Blade instead of Guard Sword. 

  • Mirror Stance grants +4/6 Atk/Res, with the max-upgraded (3rd) version granting Guard. Extra Attack and Resistance boost Eyvel’s damage output, magical bulk, and potentially Special damage.

Passive B: Null C-Disrupt / Quick Riposte / Null Follow-Up / Guard / Any Sabotage skill

  • Null C-Disrupt is vital with Distant Counter to ensure Eyvel counterattacks against all foes.

  • If Null C-Disrupt is unavailable, Quick Riposte is a fantastic alternative that guarantees Eyvel’s follow-up attack on Enemy Phase if her HP is ≥70%, granting her greater damage output and more Special charge.

  • Null Follow-Up is another strong choice to prevent enemies from guaranteeing their own follow-up attacks or preventing Eyvel’s.

  • If not using any skill that grants a Guard effect, Guard can be used to prevent enemies from charging their Specials as quickly. Note that this Guard is far weaker than many other Guard effects, only being active if Eyvel’s HP is ≥80%.

  • Given that this set has the potential to greatly increase Eyvel’s visible Resistance, she can play a support role via Sabotages to debuff low-Resistance enemies that are adjacent to each other.

Passive C: Atk Smoke / Pulse Smoke / Any Ploy skill / Flexible

  • Atk Smoke increases the survivability of both Eyvel and her teammates after her first combat in a phase, inflicting -7 Attack on the target and enemies within 2 spaces of the target.

  • While not as valuable due to the plethora of different Guard skills available for this set, Pulse Smoke can be useful for slowing the Special charge of enemies with skills that grant extra Special charge.

  • Just like with Sabotages, Eyvel can utilize Ploys to debuff enemies in cardinal directions if her Resistance is high enough.

  • As usual, Eyvel’s C slot is flexible and can be changed depending on her allies’ skills.

Sacred Seal: Quick Riposte / Distant Def / Any Stance skill / Any Ploy skill

  • Quick Riposte is Eyvel’s strongest Sacred Seal if not already being used in her B slot, guaranteeing her follow-up attack on Enemy Phase if her HP is ≥70%.

  • Distant Def grants Eyvel +6 Def/Res on Enemy Phase against ranged enemies, increasing her durability and Special damage.

  • Fierce Stance, Darting Stance, Sturdy Stance, and Warding Stance are all valuable to Eyvel due to either increasing her damage output, increasing her durability, or both in Darting Stance’s case.

  • As with Eyvel’s C slot, she can use a Ploy in her Sacred Seal if her Resistance is high enough. This allows her to play a more support-oriented role by debuffing enemies in cardinal directions of her.

Introduction

Making her long overdue appearance, Eyvel arrives to Heroes as an Infantry sword unit! Despite her amnesia, she’s more than capable of pulling her weight in battle and trying her hardest to protect Fiana and those she holds dear. 

Eyvel’s standout stat is her Defense, clocking in at a fantastic 38; this is amongst the highest of any Infantry unit and provides a niche as a physically defensive unit. While this niche isn’t particularly unique, what makes Eyvel unique is her combination of high Defense and Speed, boasting a decent 35 Speed. This is generally enough to avoid follow-up attacks (especially with Speed buffs), and with access to Null Follow-Up as an Infantry unit, she can prevent enemies from guaranteeing follow-up attacks with skills such as Bold Fighter, Vengeful Fighter, and Quick Riposte. Of course, Eyvel trades fantastic 38 Defense and solid 35 Speed for middling 33 Attack and 25 Resistance. Even if Eyvel is able to take many physical hits, it won’t matter if her Attack is too low to deal meaningful damage. While this can be circumvented with Specials such as Bonfire and Ignis that scale based on her defense, if the enemy has a Guard effect, Eyvel’s damage output may be completely shut down. 25 Resistance also prevents Eyvel from consistently taking multiple magical attacks without some Resistance investment.

As Mistress of Fiana, Eyvel has to be flexible and have adaptability to keep her village afloat and keep everyone alive. Thanks to her combination of great Defense and Speed, Eyvel can utilize both Player Phase and Enemy Phase roles. She can opt to be more offensive with skills such as the Cake Cutter and Swift Sparrow to increase her mediocre Attack and decent Speed; on the flip side, she can wield a defensive weapon such as her native Guard Sword or Safeguard and utilize passive skills that increase her Enemy Phase capabilities, such as Steady Breath and Fierce Stance. While her 25 Resistance is disappointing on paper, Eyvel possesses a Resistance Superasset, meaning if Eyvel is +RES, her Resistance will increase by 4 instead of 3 (29 Resistance instead of 28). In tandem with a Resistance-refined weapon, Resistance-increasing skills (such as Fort. Def/Res 3), and Resistance buffs from allies, Eyvel can perform the role of a mixed tank or even support with Ploys and Sabotages. Thanks to Eyvel’s Defense being so high already, Eyvel doesn’t need much investment in Defense for a mixed tank build. Eyvel’s flexibility is only increased by her status as an Infantry unit. She not only has access to powerful passives such as Bonus Doubler, Null C-Disrupt, and Null Follow-Up, but also access to using Guidance and Ground Orders from flying allies to increase her mobility.

Despite Eyvel’s flexibility, she still faces lots of competition. With Heroes’ sword pool being so bloated, Eyvel has to compete with stellar units such as Legendary Roy and Byleth that can perform both offensive and defensive sets efficiently (and even do both at the same time). sword Armors such as Black Knight and Zelgius have access to powerful Armor-exclusive skills such as Bold Fighter, Vengeful Fighter, and Special Fighter that allow them to accelerate charging their Specials and guarantee follow-up attacks. They also have very similar statlines to Eyvel, with even more mediocre Armored units like Draug competing with her.

While Eyvel may struggle to keep up with her sword peers, she’s still capable of playing her part on most teams. With fantastic flexibility thanks to a solid statline and Infantry status, Eyvel will fight her hardest just like she did in Fiana. It almost feels as if Eyvel fought before she arrived at Fiana, though...she did say the reason she knows how to fight despite her amnesia could be due to a bloody past. I wonder what that could mean...

Strengths

Great physical bulk

Eyvel boasts a fantastic 78 physical bulk thanks to her 41 HP and massive 38 Defense. This allows her to play physically defensive roles with ease and increases her odds of safely initiating against physical enemies.

Flexible and versatile

35 Speed, 38 Defense, Infantry status, and being more than capable of redeeming her low 25 Resistance makes Eyvel a very flexible and versatile unit. She can run Player Phase sets thanks to her decent 35 Speed and 38 Defense granting her greater safety against physical enemies. Alternatively, she can utilize Enemy Phase sets thanks to 35 Speed avoiding most follow-up attacks, 38 Defense helping her take multiple physical hits, and her Resistance Superasset allowing her to play a mixed tank role with some investment. As an Infantry unit, she also has access to skills like Null Follow-Up and Null C-Disrupt to strengthen her damage and tanking capabilities.

Weaknesses

Middling Attack

While 33 Attack isn’t irredeemable, it’s a major setback for Eyvel since her damage output will be mediocre without buffs.

Low magical bulk

Eyvel’s 65 magical bulk is usually enough to survive one magical attack, but she’ll need investment in Resistance to become a mixed or magical tank. Eyvel is also in danger of being OHKO’d by high-Attack blue mages. 

Immense competition

As a Sword unit without a personal weapon, Eyvel has to compete against a sea of other sword units and ends up falling short in some comparisons. Black Knight and Zelgius perform Eyvel’s roles better thanks to access to Armor-exclusive skills and Black Luna, Legendary Roy and Byleth can be Player Phase and Enemy Phase units simultaneously, hyper-offensive units such as Karla and Ayra out-perform Eyvel on Player Phase, the list goes on.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Guard Sword

Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 10
Guard Sword+

Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 14
Freeblade's Edge

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%.

Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Ignis

Boosts damage dealt by 80% of unit's Def.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Chill Atk 1

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

Inheritable by all units.
Unlocks at 1 ★
60
B
Chill Atk 2

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

Inheritable by all units.
Unlocks at 2 ★
120
B
Chill Atk 3

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

Inheritable by all units.
Unlocks at 4 ★
240
B
Atk/Def Form 1

If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces; max 3).

Inheritable by all units.
Unlocks at 3 ★
60
A
Atk/Def Form 2

If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5).

Inheritable by all units.
Unlocks at 4 ★
120
A
Atk/Def Form 3

If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).

Inheritable by all units.
Unlocks at 5 ★
240
A

Other Info

Origin
Fire Emblem: Thracia 776

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