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Valentian Catria

Analysis by Chibi_Chu
Valentian Catria - Mild Middle Sister

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 41
ATK 38
SPD 36
DEF 27
RES 24

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 35 33 24 21
Middle 41 38 36 27 24
High 44 42 39 31 27

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

One-Hit Whitewing Wonder (Vantage Nuke)

Build by Chibi_Chu
Recommended
Astra Blade A Distant Storm
Alternate: Distant Countering A Slot
Positional Assist B Vantage 3
Moonbow
Alternate: Miracle
C Spd/Def Rein 3
Alternate: Joint Drive Atk
IVs

+Atk / -anything else

SBrazen Atk/Spd 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Weapon: Astra Blade

Assist: Positional Assist / Ardent Sacrifice

Special: Moonbow / Miracle 

Passive A: Distant Storm / Distant Counter 

Passive B: Vantage 

Passive C: Def-reducing Rein Skills / Joint Drive Atk 

Sacred Seal: Atk-increasing Brazen Skills / Fierce Stance

  • Astra Blade increases Catria’s damage by 50% of the gap between her Atk and the enemy’s Def. With Atk investment effectively having +50% value on Catria, she can focus solely on maximizing her OHKO capabilities. This is better showcased on Enemy Phase in combination with Vantage, a B slot that allows Catria to counterattack before the enemy attacks if her HP is ≤ 75%.
    • Since Catria’s bulk is on the lower side, she may have trouble reaching this HP threshold without being outright KO’d; as such, one of her best teammates is Winter Bernadetta, whose weapon inflicts 1 damage on herself and allies within two spaces at the start of the turn if her HP is 100%. While 1 damage isn’t nearly enough to drop Catria to 75% HP, she can use Ardent Sacrifice to decrease her HP in increments of 10 until she reaches ≤ 75% HP.
  • Both Moonbow and Miracle are strong Special choices, with the former ignoring 30% of the enemy’s Def for some extra punch and the latter allowing Catria to survive a lethal attack if her HP is > 1.
  • Any Distant Countering A slot that allows Catria to counterattack against all weapon types works fine, though Distant Storm is notably stronger thanks to its +5 Atk during combat and 5 recoil damage helping Catria reach Vantage range.
  • Def-reducing Rein skills such as Atk/Def Rein and Spd/Def Rein maximize the gap between Catria’s Atk and the enemy’s Def by inflicting -4 Def on enemies within two spaces, making them ideal choices. Which is chosen generally doesn’t matter, though Spd/Def Rein is most notable since Spd control helps cut into Spd-based damage reduction and helps Catria perform/avoid follow-up attacks if necessary (for example, she can fall back on performing/avoiding a follow-up attack if she fails to OHKO). Joint Drive Atk works as well, simply granting Catria +4 Atk if she is within two spaces of an ally.
  • Atk-increasing Brazen Sacred Seals such as Brazen Atk/Spd and Brazen Atk/Def increase Catria’s Atk by 7 when she has ≤ 80% HP, making them the best options for maximizing damage output. However, if Catria is unable to reach this HP threshold before her first combat, then Fierce Stance may be better, which grants +6 Atk when defending rather than on an HP condition.

Astral Assault (General Offense)

Build by Chibi_Chu
Recommended
Astra Blade A Atk/Spd Boosting A Slot
Positional Assist B Flow Refresh 3
Alternate: Dive-Bomb 3
Moonbow
Alternate: Glimmer
C Spd/Def Rein 3
IVs

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

SAtk/Spd Solo 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Astra Blade 

Assist: Positional Assist

Special: Moonbow / Glimmer 

Passive A: Atk/Spd Boosting A Slot 

Passive B: Flow Skills / Dive-Bomb / S/D Near Trace

Passive C: Spd/Def Rein

Sacred Seal: Atk/Spd Solo / Heavy Blade / Blade Session

  • Vantage nuking aside, Catria is ill-suited for Enemy Phase combat, so she can focus primarily on making her Player Phase as strong as possible.
  • Since Astra Blade has no cooldown acceleration or additional Special charge, low cooldown Specials such as Moonbow and Glimmer work best; while they have less impactful damage increases, they activate more frequently, which is generally a beneficial tradeoff given the ubiquity of Guard effects.
  • Atk/Spd Boosting A slots increase Catria’s raw damage, follow-up consistency, and bonus damage from Astra Blade all in one fell swoop, making them ideal choices.
  • The Flow family of B slots is extremely powerful, granting Fliers offensive Null Follow-Up and an additional effect depending on which is chosen. Flow Refresh and Flow Guard are most notable for Catria, with the former healing her for 10 HP after combat and the latter slowing enemy Specials; both of these effects can be significant if Catria needs to take a counterattack.
    • The combination of Flow Refresh and Surge Sparrow (an A slot that heals Catria on Special activation in addition to granting her +7 Atk/Spd on initiation) can make Catria a self-sustainable Player Phase menace, which can be highly desirable. While Guard effects may make her Special activation frequency somewhat shaky, this can be patched with Heavy Blade in her Sacred Seal, which grants additional Special charge per Catria’s attack if her Atk is > the enemy’s.
    • Alternative B slots include Dive-Bomb and S/D Near Trace. The former allows Catria to perform her follow-up attack before the enemy can counterattack if both her HP and the enemy’s HP is ≥ 80%, though it should be noted that Astra Blade has neither offensive Null Follow-Up nor a guaranteed follow-up. The latter inflicts -3 Spd/Def on the enemy during combat and allows Catria to use her remaining movement +1 after her first initiation, object destruction, or Assist use, making it a great choice for combining combative and mobility-centric effects.
  • Inflicting -4 Spd/Def on enemies within two spaces during combat, Spd/Def Rein is Catria’s sole ideal C slot, as she can receive visible Atk/Spd buffs from allies.
  • If not using Heavy Blade, Atk/Spd Solo and Blade Session are Catria’s best Sacred Seal options, with both increasing her offenses. The former simply grants +6 Atk/Spd during combat if Catria is not adjacent to any allies, while the latter grants +3, +6, or +9 Atk/Spd on initiation if zero, one, or two ally/allies have already moved respectively.

Strengths

Good Offenses

38/36 offenses hold up quite well even in today’s meta, allowing Catria to deal solid damage and consistently perform follow-ups with skill investment.

Astra Blade

Catria’s Astra Blade grants +3 Atk and increases her damage by 50% of the gap between her Atk and the enemy’s Def. Given that a neutral IV, +0 Catria hits 57 Atk before any skills or support, it should come as no surprise that despite this weapon’s simplicity, it can ludicrously increase Catria’s damage output.

Flier Advantages

Access to great mobility-centric and/or combat-centric skills such as S/D Near Trace, Flow Refresh, Spd/Def Rein, and Aerobatics boosts Catria’s overall usability, consistency, and flexibility.

Weaknesses

Shaky Bulk

Catria’s 41/27/24 defensive statline leaves her prone to being OHKO’d, which can be particularly problematic for Vantage sets that require Catria to fall to ≤ 75% HP.

Somewhat Outdated

Just based on the fact that Astra Blade’s effects aren’t the length of your average Yu-Gi-Oh card description, you can probably tell that Catria isn’t a particularly recent unit. With various meta developments (such as Near Save and damage reduction effects) and units becoming bulkier on average, Catria’s gimmick of OHKOing with Astra Blade has become less reliable. Additionally, with no guaranteed follow-up attack, offensive Null Follow-Up effect, or Spd increase in Astra Blade, 2HKOing may be unreliable as well. Until Astra Blade receives a refine, Catria will likely remain relatively outdated, though she is certainly still viable.

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
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Astra Blade

Grants Atk+3. If unit's Atk > foe's Def, boosts damage by 50% of unit's Atk minus foe's Def.

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

Support Skills

Support Skills Rng. SP
Harsh Command

Converts penalties on target into bonuses.

Learns by default at 4 ★
1 150
Harsh Command+

Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.

1 400

Passive Skills

Passive Skills SP Slot
Atk/Spd Bond 1

If unit is adjacent to an ally, grants Atk/Spd+3 during combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Bond 2

If unit is adjacent to an ally, grants Atk/Spd+4 during combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Bond 3

If unit is adjacent to an ally, grants Atk/Spd+5 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Bond 4

If unit is adjacent to an ally, grants Atk/Spd+7 to unit and neutralizes unit's penalties to Atk/Spd during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Aerobatics 1

If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

Unlocks at 1 ★
60
B
Aerobatics 2

If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

Unlocks at 2 ★
120
B
Aerobatics 3

Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

Only inheritable by flier units.
Unlocks at 4 ★
240
B
Spd Tactic 1

At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 3 ★
60
C
Spd Tactic 2

At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 4 ★
120
C
Spd Tactic 3

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Echoes

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