- Default
- Attack
- Special
- Injured
Aelfric - Custodian Monk |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 9 | 6 | 4 | 8 |
Middle | 19 | 10 | 7 | 5 | 9 |
High | 20 | 11 | 8 | 6 | 10 |
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. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Skill Sets
You guys like Red Tome GHB’s? (Defensive)
Unity Blooms+ (+Res) Alternate: Rauðrserpent+ (+Res) |
A | Atk/Res Unity Alternate: Distant Def (3 or 4) |
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Positional Assist | B | Null C-Disrupt 3 Alternate: Quick Riposte 3 |
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Noontime Alternate: Iceberg |
C | Pulse Smoke 3 | |
IVs | +ATK or +RES / -DEF | S | Mystic Boost 3 Alternate: Mirror Stance 2 |
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
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50 | 2 | 4 |
Elfire Learns by default at 2 ★ Unlocks at 2 ★
Red Tome Users Only
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100 | 2 | 6 |
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 3 ★ Unlocks at 4 ★
Red Tome Users Only
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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
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300 | 2 | 12 |
Special Skills
Special Skills | SP | Turns |
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Chilling Wind Boosts damage dealt by 50% of unit's Res. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
Glacies Boosts damage dealt by 80% of unit's Res. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Res Push 1 At 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 2 At 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 3 At 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 1 At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
Threat. Def/Res 1 At 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 |
Threat. Def/Res 2 At 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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Banners Featured In
None