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Analysis by Wecondo12
Aelfric - Custodian Monk

Hero Stats

Max Avg Total Stats at Lvl 40
171
HP 43
ATK 40
SPD 31
DEF 20
RES 37

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 9 6 4 8
Middle 19 10 7 5 9
High 20 11 8 6 10

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 40 37 28 17 34
Middle 43 40 31 20 37
High 46 44 34 23 40

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

You guys like Red Tome GHB’s? (Defensive)

Build by Wecondo12
Recommended
Unity Blooms+ (+Res)
Alternate: Rauðrserpent+ (+Res)
A Atk/Res Unity
Alternate: Distant Def (3 or 4)
Positional Assist B Null C-Disrupt 3
Alternate: Quick Riposte 3
Noontime
Alternate: Iceberg
C Pulse Smoke 3
IVs

+ATK or +RES / -DEF

SMystic Boost 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Weapon:  Unity Blooms(+Res) / Rauðrserpent(+Res)

Assist: Positional Assist

Special: Noontime / Iceberg

Passive A: Atk/Res Unity / Distant Def 3 or 4 / Mirror Stance 2 or 3

Passive B: Null C-Disrupt / Lull Atk/Res / Quick Riposte

Passive C: Pulse Smoke / Preference

Sacred Seal: Mystic Boost / Mirror Stance

  • Aelfric is Pelleas but with 5 less Speed and 5 more Resistance. There’s….. Not much more to say about him than that, sadly. He’s your average bad Red Tome Ghb and there’s very little reason to use him over more powerful options, such as Lysithea. With that said, he can function reasonably well as a superunit given enough investment.
  • Your usual Enemy phase A slot fare will do Aelfric just as much good as it does other comparable enemy phase tomes. Atk/Res Unity, Distant Def 4, and Mirror Stance 3 all enhance Aelfric’s Enemy Phase performance to a similar degree, although Atk/Res Unity is preferable if it’s available.
  • Null C-Disrupt and Lull Atk/Res are Aelfric’s best B slot options, Null C-Disrupt making him a solid counter to Staff using units thanks to his great Resistance, and Lull Atk/Res giving him a bigger stat swing and buff negation to work with. Of course, for those who have not been blessed by the gacha gods(or just don’t want to spend orbs on Aelfric) Quick Riposte is a serviceable budget option as well.
  • Pulse Smoke slows down enemy special triggers, but Aelfric’s C slot can be replaced with cheaper alternatives if necessary.
  • Finally, Mystic Boost or a stat boosting sacred seal such as Mirror Stance both compliment Aelfric well by either giving him self sustain or more stats during Enemy Phase.

Strengths

Great Attack and Resistance

Just like many other recently released generics, Aelfric’s strongest point is his statline. With a massive base 40 Attack and 37 Resistance, he’ll have no trouble dishing out damage and tanking magic.

Weaknesses

Middling Speed/Terrible Defense

Aelfric has 5 less Speed compared to the recently released Pelleas, which may not seem like a very big deal. However, it makes Aelfric just slow enough to be much more vulnerable to follow-up attacks than Pelleas is, especially without Speed investment. Aelfric also suffers from similarly low Defense, meaning physical foes can easily make short work of Aelfric.
 

Lacks a Niche

Aelfric is easily outclassed by other Red mage options such as Lysithea, Male Morgan, and Fallen Julia, and investing in him is difficult to justify because of his lack of a niche compared to other options. Even inheritable weaponry cannot save him, as at the time of writing, Inheritable Red Tomes are among some of the weakest compared to other weapon types.

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 2 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
RauðrrabbitDuring unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
Learns by default at 3 ★
Unlocks at 4 ★
Red Tome Users Only
200 2 8
Rauðrrabbit+During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
Learns by default at 5 ★
Unlocks at 5 ★
Red Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
GlaciesBoosts damage dealt by 80% of unit's Res.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Atk/Res Push 1At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 3 ★
60
A
Atk/Res Push 2At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★
120
A
Atk/Res Push 3At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 5 ★
240
A
Threaten Res 1Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 1 ★
50
C
Threaten Def/Res 1At start of turn, inflicts Def/Res-3 on foes within 2 spaces of unit through their next actions.
Inheritable by all units.
Unlocks at 2 ★
100
C
Threaten Def/Res 2At start of turn, inflicts Def/Res-4 on foes within 2 spaces of unit through their next actions.
Inheritable by all units.
Unlocks at 4 ★
200
C

Other Info

Origin
Fire Emblem: Three Houses

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