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Analysis by Chibi_Chu
Thea - Stormy Flier

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 37
ATK 31
SPD 35
DEF 31
RES 28

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 17 4 10 6 5
Middle 18 5 11 7 6
High 19 6 12 8 7

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 34 28 32 28 24
Middle 37 31 35 31 28
High 41 34 38 34 31

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

Survival Over Honor (Melee Specialist)

Build by Chibi_Chu
Recommended
Icy Maltet (+Eff) A Atk/Def Unity
Positional Assist B Guard Bearing 3
Alternate: Mystic Boost 3
Bonfire C Atk/Def Rein 3
Alternate: Atk/Spd Rein 3
IVs

+Atk or +Spd or +Def

SAtk/Def Solo 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Icy Maltet (+Eff)

Assist: Positional Assist

Special: Bonfire 

Passive A: Atk/Def Unity

Passive B: Guard Bearing / Mystic Boost / Quick Riposte 

Passive C: Rein Skills

Sacred Seal: Atk/Def Solo / Mystic Boost / Quick Riposte

  • With no innate Distant Counter and a weakness to Bows necessitating Iote’s Shield, Thea’s best competitive set is a melee specialist one; this role is paired with a Far Save Armored ally that can take ranged attacked for Thea, allowing her to focus on optimizing combat against melee enemies. Icy Maltet is what makes this set particularly viable for Thea, as it alone grants +21 Atk/Def and a Guard effect during combat.
  • This set frees Thea’s A slot from a Distant Countering skill and her Sacred Seal from Iote’s Shield, allowing her to invest these slots into her stats or other effects. As most melee enemies deal physical damage, this set focuses on maximizing Thea’s Atk/Def (which makes Bonfire an ideal Special for her, as it has a lenient 3 cooldown and increases damage by 50% of Thea’s Def when activated).
  • In addition to granting +5 Atk/Def if Thea is within 2 spaces of an ally, Atk/Def Unity also reverses visible Atk/Def debuffs and panicked Atk/Def buffs during combat, making it her strongest A slot choice.
  • Thea has a variety of B slots to choose from, each with their own merits:
    • Guard Bearing grants 50% damage reduction on the first attack Thea takes on Enemy Phase. Since the AI prioritizes units that deal the most damage, this damage reduction will usually apply to the attack that Thea would take the most damage from, making Guard Bearing a viable option despite its specificity.
    • Mystic Boost heals Thea for 6 HP after combat, granting her some minor sustainability.
    • Quick Riposte allows Thea to perform a follow-up attack if she is initiated against and her HP is ≥ 70% at the start of combat, allowing her to break through follow-up prevention.
  • Rein skills inflict -4 to two stats on enemies within two spaces of Thea during combat, improving the combat performance of both Thea and her allies (most notably, her Far Save ally).
  • Since Savior skills can take hits for allies from two spaces away, Thea can safely use Solo skills such as Atk/Def Solo, which grants +6 Atk/Def during combat if Thea is not adjacent to an ally. Alternatively, she can use Mystic Boost or Quick Riposte if not using them in her B slot.

Queen of the Ilian Heavens (Max-Investment Arena)

Build by Chibi_Chu
Recommended
Icy Maltet (+Eff) A B Duel Flying 4
Rally Atk/Spd+
Alternate: Rally Up Atk+
B Aerobatics 3
Alternate: Flow Guard 3
Ruptured Sky
Alternate: Aether
C Atk/Spd Rein 3
Alternate: Ground Orders 3
IVs

+Atk or +Spd or +Def

SAtk/Spd Solo 3
Alternate: Guidance 3

Show Explanation/Analysis

Weapon: Icy Maltet (+Eff) 

Assist: Dual Rally+ or Rally Up+ Skills / Positional Assist

Special: 500 SP Specials

Passive A: B Duel Flying 4 

Passive B: Aerobatics / Flow Skills / Near Trace Skills / Flexible

Passive C: Rein Skills / Ground Orders / Flexible

Sacred Seal: Atk/Spd Solo / Guidance / Aerobatics / Flexible

  • Thea is a premier max-investment Arena project, as her 3-4* rarity allows her to be easily merged up (which contributes to higher Arena score) and she is notably stronger than many other 3-4* options thanks to Icy Maltet’s effective +21 Atk/Def, +9 Def/Res, and Guard. This set focuses on maximizing Thea’s Arena score.
    • For every 100 SP a unit’s skills cost, their Arena score increases. Because Thea lacks access to a 300 SP B slot, the maximum SP her skills can cost in total is 2380 SP; as she cannot reach 2400 SP, players just need to make sure Thea’s total SP cost is ≥ 2300.
  • Dual Rally and Rally Up Assists are ideal because of their 400 SP cost, though positional Assists can still be used if players are willing to sacrifice a bit of scoring for better mobility and easier Arena runs.
  • The combination of the ubiquity of Special-slowing effects and Thea’s inability to accelerate her Special trigger or grant herself additional Special charge makes her Special choice relatively unimportant. All that matters is that she has a Special that costs 500 SP.
  • B Duel Flying 4 is a necessity, as it treats Thea’s BST as if it were higher in Coliseum modes (higher BST means higher Arena score).
  • The rest of Thea’s skills are mostly up to preference; some options will be listed below. Just be sure that Thea’s B, C, and S slots sum to 700 SP.
    • B:
      • Aerobatics (Mobility)- Allows Thea to teleport to spaces adjacent to non-Flier allies within two spaces
      • Flow Skills (Combat)- All neutralize effects preventing Thea’s follow-up on initiation; Guard inflicts Guard effect, Refresh heals 10 HP after combat, Flight has true damage and damage reduction locked behind Spd/Def checks
      • Near Trace Skills (Combat/Utility)- Inflict -3 to two stats on enemy during combat, in addition to allowing Thea to use her remaining movement plus one additional space to move after her first combat, structure destruction, or Assist use
    • C:
      • Rein Skills (Combat/Utility)- Inflict -4 to two stats on enemies within two spaces during combat
      • Ground Orders- Grants status to adjacent, non-Flier allies at the start of the turn that allows them to teleport to spaces adjacent to non-Flier allies within two spaces
    • S:
      • Solo Skills (Combat)- Grant +6 to two stats during combat if Thea is not adjacent to an ally
      • Guidance- Allows Infantry and Armored allies within 2 spaces to teleport to spaces adjacent to Thea
      • Aerobatics

Oathkeeper (Hybrid Generalist)

Build by Chibi_Chu
Icy Maltet (+Eff) A Distant Countering A Slot
Positional Assist B Flow Guard 3
Alternate: S/D Near Trace 3
Moonbow
Alternate: Noontime
C Atk/Spd Rein 3
Alternate: Atk/Def Rein 3
IVs

+Atk or +Spd or +Def

SIote's Shield
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Icy Maltet (+Eff) 

Assist: Positional Assist 

Special: Moonbow / Noontime 

Passive A: Distant Countering A Slot 

Passive B: Flow Skills / Near Trace Skills / Mystic Boost

Passive C: Rein Skills 

Sacred Seal: Iote’s Shield / Solo Skills / Mystic Boost

  • The combination of Thea’s remarkably well-balanced statline and Icy Maltet’s effective +21 Atk/Def, +9 Spd/Res, and Guard during combat make her a strong generalist that can play her part on both Player Phase and Enemy Phase.
  • Low-cooldown Specials work best for Thea, as the only way she can gain additional Special charge reliably is through allies (such as Brave Lucina, New Year Velouria, and Summer Hilda). Moonbow serves as a damage increase via ignoring 30% of the enemy’s Def, while Noontime grants sustainability via healing 30% of damage dealt.
  • Distant Countering A slots such as Distant Stance, Distant Dart, and Distant Counter are key for this set, as Thea’s Enemy Phase reliability drastically decreases if she cannot counterattack against ranged enemies (if she has a Far Save ally, she should just be using a melee specialist set instead).
  • Thea has a variety of B slots to choose from, each fulfilling different roles.
    • Flow skills neutralize follow-up prevention on initiation in addition to providing supplementary effects (Guard effect for Guard, 10 HP after combat for Refresh, and true damage and damage reduction locked behind Spd/Def checks for Flight).
    • Near Trace skills inflict minor stat debuffs during combat and allow Thea to move her remaining movement plus one space after her first combat, structure destruction, or Assist use.
    • Mystic Boost heals Thea for 6 HP after combat and disables Wrathful Staff, an effect that allows Staff units to deal normal damage rather than halved.
  • Rein skills are useful for Thea as always, inflicting -4 to two stats on enemies within two spaces during combat to support both herself and allies.
  • Iote’s Shield neutralizes Flier-effective damage, making it vital for tipping the scales against enemies with Flier-effective weaponry. Alternatively, she can use Solo skills to increase her stats if she’s not adjacent to an ally or the aforementioned Mystic Boost.

Strengths

Balanced Statline

Thea’s 37/31/35/31/28 statline is notably well-balanced. While none of these values are particularly good, they are solid starting points.

Icy Maltet

In version 6.5, Thea received a personal weapon, Icy Maltet, in addition to a refine for said weapon.

  • The following effects activate based on the number of Dragonflowers invested into Thea:
    • If ≥ 1, grants +5 to all stats during combat; if 0, grants +4 to all stats instead.
    • If ≥ 5, grants the previous effect in addition to a Guard effect.
    • If ≥ 10, grants the previous effects in addition to +6 Atk/Def at the start of the turn.
  • If Thea is within three spaces of an ally, she gains an extra +4 to all stats during combat and a Bonus Doubler effect.

With Icy Maltet alone effectively granting +21 Atk/Def and +9 Spd/Res (plus a Guard effect), Thea is a drastically better unit than before; she can be a legitimate threat both offensively and defensively.

Versatile

As Icy Maltet has incredibly lenient conditions to grant its powerful effects, Thea is a remarkably flexible and versatile unit. She can fulfill Player Phase, Enemy Phase, and hybrid roles well, in addition to her Flier status allowing for mobility-related tricks via Flier-exclusive skills such as Aerobatics and Ground Orders.

She’s cool :)

Icy, even.

Weaknesses

Flier Disadvantages

While Thea’s Flier status is a plus for mobility purposes, it is a disadvantage combatively. In addition to being weak to Flier-effective weaponry, her combative skill access is lacking, particularly those pertaining to Enemy Phase. The fact that her best Enemy Phase B slots are Guard Bearing, Mystic Boost, and Quick Riposte should say a lot, as this limited repertoire is incredibly unimpressive.

Requires investment?

Nitpicky, but worth mentioning nonetheless. Like Farina’s Hotshot Lance, Malice’s Spendy Scimitar, and Hugh’s Sell-Spell Tome, players only unlock the full potential of Thea’s Icy Maltet with currently-irreversible Dragonflower investment. Typically, though, players only need to invest 5 Dragonflowers, since the 10 Dragonflower effect is simply a visible +6 Atk/Def buff that can easily be granted by allies; in practice, all this effect really does is make Thea more self-sufficient and grant a little extra flexibility in team compositions.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 2 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Vanguard

If foe initiates combat, grants Def+7 during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Vanguard+

If foe initiates combat, grants Def+7 during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Icy Maltet

At start of turn, if unit has been enhanced using Dragonflowers ten or more times, grants Atk/Def+6 for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +5, max; zero times grants +4), and also, if unit has been enhanced using Dragonflowers five or more times, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

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 4 ★
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
Darting Stance 1

If foe initiates combat, grants Spd+2 during combat.

Non-inheritable by Staff-wielding units.
50
A
Steady Posture 1

If foe initiates combat, grants Spd/Def+2 during combat.

Inheritable by all units.
120
A
Steady Posture 2

If foe initiates combat, grants Spd/Def+4 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Seal Spd 1

Inflicts Spd-3 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
40
B
Seal Spd/Def 1

Inflicts Spd/Def-3 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
100
B
Seal Spd/Def 2

Inflicts Spd/Def -5 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
200
B

Other Info

Origin
Fire Emblem: The Binding Blade

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