- Default
- Attack
- Special
- Injured
Maribelle - Dire Damsel |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 16 | 8 | 8 | 2 | 4 |
Middle | 17 | 9 | 9 | 3 | 5 |
High | 18 | 10 | 10 | 4 | 6 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 31 | 32 | 30 | 12 | 23 |
Middle | 34 | 35 | 33 | 16 | 27 |
High | 37 | 38 | 36 | 19 | 30 |
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
RGB Lights (Aether Raids Defense/General)
Punishment Staff (+Eff) | A | Atk/Spd Push 4 Alternate: AR-D Atk/Spd (3 or 4) |
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Rescue+ Alternate: Return+ |
B | Dazzling Staff 3 Alternate: S/R Far Trace 3 |
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Windfire Balm+ Alternate: Miracle |
C | Odd Recovery 3 Alternate: Even Recovery 3 |
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IVs | +ATK or +SPD | S | Atk/Spd Solo 3 Alternate: Quickened Pulse |
Weapon: Punishment Staff (+Eff)
- Through both the effect of Wrathful Staff as well as the significant offensive boost it provides, Punishment Staff already makes for a strong option. However, it also has the added benefit with the Cancel Affinity it provides for allies as well as the Triangle Adept inflicted on opponents. In practice, this can throw a wrench into the gears of an opponent attempting to omnitank against a team with color variance.
Assist: Rescue+ / No Assist / Return+ / Restore+
- Rescue+ and Return+ are the crux of an aggressive turn 1 initiation, as they heal their target while simultaneously moving them closer to the opponent’s team.
- Restore+ is a much cheaper option that can be used to a similar effect but without the added benefit of moving forward.
Special: Windfire Balm+ / Miracle
- The choice of Special is mostly inconsequential, so a 1 turn buff or miracle are fine options if you want a placeholder.
Passive A: Atk/Spd Push / AR-D Atk/Spd
- Since Maribelle is heavily limited by her status as both a cavalry and a staff unit, let’s review the two practical options that do exist.
- Atk/Spd Push is generally the strongest and most consistent offensive boosting skill that Maribelle can use.
- AR-D Atk/Spd can be a situationally stronger alternative given that you have the ideal conditions for the skill’s full activation.
Passive B: Dazzling Staff / S/R Far Trace
- Dazzling is a great choice on most staff units by virtue of preventing most counterattacks.
- Despite abandoning the safety of counterattack prevention, S/R Far Trace makes for a strong alternative by further boosting Maribelle’s offensive power while enabling canto.
Passive C: Odd Recovery / Flexible
- Odd Recovery is the premium option in turn 1 engagements, as it clears all negative status effects and provides a passive healing for all allies within 2 spaces at the start of odd turns.
- The C slot can otherwise be replaced as needed to suit the team.
Sacred Seal: Atk/Spd Solo / Quickened Pulse / Flexible
- Atk/Spd solo is a great option for further supplementing Maribelle’s offensive power, though can prove to be somewhat inconsistent in an AR Defense situation.
Strengths
Punishment Staff
An exceptionally unique refinement. On top of the significant offensive boost it provides on initiation, it provides allies within two spaces with the skill Cancel Affinity at the start of turn while inflicting opponents within two spaces with status of Triangle Adept after combat.
Wrathful + Dazzling Staff
In addition to removing the damage penalty tied to staves, this combination allows for any healer to completely negate follow-up attacks on initiation akin to using a Firesweep weapon. The difference is that this combination still allows for counterattacks during the Enemy Phase.
Cavalry
In addition to her superior mobility, Maribelle has access to class-exclusive skills.
Weaknesses
Poor Skill Availability
Staff units are locked out of a substantial amount of offensive skills as well as any offensive Special, limiting their damage-dealing potential.
Atrocious Physical Bulk
With a paper-thin 50 physical bulk at base, Maribelle is highly susceptible to getting killed in only a single hit by most physical attackers.
Cavalry
While being a cavalry unit has its advantages, it can also be a detriment. On top of forests and trenches making it harder to navigate maps, Maribelle has an innate weakness to cavalry effective weapons.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Assault
Restricted to units that use a Staff.
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50 | 2 | 10 |
Trilemma After combat, if unit attacked, inflicts the following status on foe through its next action: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%."
Restricted to units that use a Staff.
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150 | 2 | 5 |
Trilemma+ After combat, if unit attacked, inflicts the following status on target and foes within 2 spaces of target through their next actions: "If unit has weapon- triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%." Learns by default at 5 ★
Restricted to units that use a Staff.
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300 | 2 | 12 |
Punishment Staff Calculates damage from staff like other weapons. If unit initiates combat, grants Atk/Spd+4 during combat. After combat, if unit attacked, inflicts【Triangle Adept】on target and foes within 2 spaces of target. 【Triangle Adept】 If unit has weapon-triangle advantage, boosts Atk by 20% through its next action, and if unit has weapon-triangle disadvantage, reduces Atk by 20% through its next action. Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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Martyr+ Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.) Learns by default at 5 ★ |
1 | 300 |
Special Skills
Special Skills | SP | Turns |
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Miracle If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. Learns by default at 5 ★
Inheritable by all units.
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200 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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Dazzling Staff 1 If unit has 100% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
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60 | B |
Dazzling Staff 2 If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
|
120 | B |
Dazzling Staff 3 The enemy cannot counterattack.
Restricted to units that use a Staff.
Unlocks at 5 ★ |
240 | B |
Staff Valor 1 While unit lives and uses a staff, unit gets 1.5x SP after combat or after using a healing Assist skill. (Only highest value applied. Does not stack.)
Restricted to units that use a Staff.
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30 | C |
Staff Valor 2 While unit lives, all staff allies on team get 1.5x SP after combat or after using healing Assist skills. (Only highest value applied. Does not stack.)
Restricted to units that use a Staff.
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60 | C |
Staff Valor 3 While unit lives, all staff allies on team get 2x SP after combat or after using healing Assist skills. (Only highest value applied. Does not stack.)
Restricted to units that use a Staff.
Unlocks at 5 ★ |
120 | C |
Other Info
Origin |
Fire Emblem: Awakening
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