- Default
- Attack
- Special
- Injured




Aversa - Dark One |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 6 | 7 | 3 | 6 |
Middle | 18 | 7 | 8 | 4 | 7 |
High | 19 | 8 | 9 | 5 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 30 | 31 | 13 | 21 |
Middle | 42 | 33 | 34 | 17 | 24 |
High | 45 | 36 | 37 | 20 | 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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Team Player (Hybrid Offense/Support)
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Aversa's Night (+Eff) | A | R Duel Flying 4 Alternate: HP/Atk 2 |
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Positional Assist | B | S/R Far Trace 3 Alternate: Chill Res 3 |
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Glimmer Alternate: Moonbow |
C | Atk/Res Menace Alternate: Ground Orders 3 |
IVs | +HP or +Atk / -Def | S | HP/Atk 2 |
Weapon: Aversa’s Night (+Eff)
Assist: Positional Assist / Flexible
Special: Moonbow / Glimmer / Flexible
IVs: +HP or +Atk / -Def
Passive A: R Duel Flying 4 / HP/Atk 2
Passive B: S/R Far Trace 3 / Sudden Panic / Chill Res / Flexible
Passive C: Atk/Res Menace / Spd/Res Rein / Ground Orders / Flexible
Sacred Seal: HP/Atk 2 / Flexible
- With this build, Aversa wants to boost her HP in order to activate Aversa’s Night reliably against higher HP foes, while also maintaining some combat presence when necessary.
- R Duel Flying 4 is a great A skill, even in modes where Arena scoring doesn’t matter, since it provides a boost of 5 HP and 2 to all other stats. HP/Atk 2 is a good substitute that provides a slightly smaller boost to HP and the same Atk.
- The Assist is flexible. If Aversa is used on a team in Arena or a mode that uses Arena-style scoring, a 400 SP Assist like Harsh Command+ should be used to optimize her score. Otherwise, a Positional Assist is generally the most useful option.
- Likewise, if used in Arena or a similar mode, a 500 SP Special like Aether is the best option for scoring. Otherwise, a low cooldown special like Moonbow or Glimmer is usually the best choice, since Aversa lacks reliable ways of gaining Special charge.
- The ideal boon is generally +HP, as it allows Aversa’s Night to target foes with higher HP, but +Atk is also a solid option to slightly increase her damage. -Def is generally the optimal bane, as Aversa’s Def is already low and she generally doesn’t need to take physical attacks.
- The B skill is flexible. S/R Far Trace provides a small debuff of -3 to her foe’s Spd and Res, while also allowing her to Canto after combat with any movement she didn’t use before combat. Sudden Panic can also be used; while the Panic is the same as that from Aversa’s Night, the HP check is slightly easier so Aversa may be able to hit one or two foes she couldn’t otherwise. Chill Res is also a solid budget option that hits the highest Res foe with a -7 debuff, which Aversa’s Night activates and debuffs by an additional 7 in combat.
- The C skill is also flexible. Spd/Res Rein provides a debuff of 4 to enemy Spd and Res in combat for any foes within 2 spaces of Aversa. Atk/Res Menace activates at the start of Aversa’s turn and targets any foes within 4 spaces of her, debuffing their Atk and Res by 6 while buffing her own Atk and Res by 6; as this hits foes with a stat penalty, it also synergizes well with Aversa’s Night. Ground Orders provides no combat effects, but it allows allies that start their turn next to Aversa to teleport adjacent to any ally within 2 spaces, which is sometimes extremely useful to allow infantry or armored units extra mobility, especially over water or mountains.
- The seal is flexible, with HP/Atk 2 providing a boost that helps Aversa’s Night activate and a slight boost to Aversa’s damage.
Aversa’s Blight (Player Phase Offense)
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Aversa's Night (+Eff) | A | Atk/Spd Catch 4 Alternate: Atk/Spd Boosting A Slot |
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Positional Assist | B | S/R Far Trace 3 Alternate: A/R Far Trace 3 |
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Moonbow Alternate: Glimmer |
C | Atk/Res Menace Alternate: Spd/Res Rein 3 |
IVs | +Atk or +Spd / -Def | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Aversa’s Night (+Eff)
Assist: Positional Assist / Flexible
Special: Moonbow / Glimmer
IVs: +Atk or +Spd / -Def
Passive A: Atk/Spd Catch 4 / Atk/Spd Boosting A Skill
Passive B: S/R Far Trace / Flexible
Passive C: Atk/Res Menace / Spd/Res Rein 3 / Flexible
Sacred Seal: Blade Session / Flexible
- This build ditches the focus on HP from the previous build to instead focus on improving Aversa’s power. With Aversa’s Night active, she can debuff her foe’s Atk, Spd, and Res by up to 16 points just based on the tome effect alone; this goes even higher if the foe has buffs which get Panicked into debuffs or gets hit by Atk/Res Menace for the -6 debuff to Atk and Res. Atk/Res Menace is also a great C skill since its debuffs power up Aversa’s Night in combat even if the foe has enough HP that Aversa’s Night does not target them.
- The skills are chosen to improve Aversa’s Atk and Spd. Atk/Spd Catch 4 provides a boost of up to +9 Atk and Spd if Aversa’s foe is both at 100% HP and debuffed, which synergizes well with Aversa’s Night and Atk/Res Menace. Other skills like Swift Sparrow 3 can also work well.
- Likewise, Blade Session provides the largest potential boost to Atk and Spd from a seal, up to +9 if two of Aversa’s allies are present on the field and have ended their turn before she initiates combat.
Strengths
Aversa’s Night
Aversa’s Night builds on its previous ability with the new refine, now targeting all foes adjacent to another foe with HP at least 3 points below Aversa’s HP. It inflicts the Panic status, turning visible stat bonuses into penalties, as well as inflicting an additional visible debuff of -4 to all stats. In addition to this, in combat it debuffs the foe’s Atk, Spd, and Res by an additional 4, and an additional amount equal to the current visible stat debuff on each of those three stats. This allows Aversa to inflict huge drops in her foe’s stats, especially if they were under the effects of a buff from a skill like Rally Atk/Spd+ or Atk Tactic.
Good Atk and Spd
Aversa’s base 33 Atk and base 34 Spd are solid, allowing her to deal decent damage and gain follow-ups against slower foes.
Decent HP and Res
Aversa’s base 42 HP is average, allowing her to inflict Aversa’s Night’s debuff against foes with lesser HP. Her Res is also decent at base 24, allowing her to survive some magical hits.
Red Tome Flier
Aversa’s status as a flying red tome unit allows her to use some good skills like S/R Far Trace and Ground Orders.
Weaknesses
Bad Def
Aversa’s base 17 Def is rather low, and means she takes high damage from physical hits.
Ranged Flier
Ranged flying units have somewhat limited access to skills that make them effective in combat compared to other movement types. While there are a few worthwhile options, Aversa does not have access to powerful skills such as Null Follow-Up or Flow Guard that other unit types do, and her combat suffers in comparison for it.
Combat Skill vs. Support Skill Debate
The new effect of Aversa’s Night (+Eff) provides a debuff effect that can be used to support Aversa’s teammates, as well as an in-combat effect for her. While this does improve her combat significantly, it also means she has to decide between using skills that improve her support ability, like boosting her HP to target more foes with the debuff or Ground Orders for team mobility, and skills that would improve her combat like Swift Sparrow 3 or Spd/Res Rein.
Competition
Aversa competes with many other units for a slot on a team, including units with generally stronger support effects like Elimine or Flayn, and those with better combat like Valentine’s Chrom or Legendary Lilina. While her mixture of a support debuff and combat that scales off of her own debuff is relatively unique and can be a good choice on the right team, there are better options for both individual roles that players may have access to.
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Aversa's Night | A | HP +5 |
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Rally Def/Res+ | B | Res Feint 3 |
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Moonbow | C | Spur Def/Res 2 |
S | Guidance 3 |
~Light Blessed Dark One LUL~ (merged +10, DF +3)
Big carry for both AR and arena because of lucky R Duel Flying. Also has Spur Atk/Res, not sure why neither option shows up on this site builder here.
Regardless usually has 63 HP for Light season. Variations mostly in B slot with Renewal/Axebreaker. She's been so reliable for support that I'm building another one for Astra (maybe not fully, not sure).
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Aversa's Night | A | Spd/Def Bond 3 |
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Swap | B | Flier Formation 3 |
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Aether | C | Flier Guidance 3 |
S | Atk/Def Bond 3 |
THIS BUILD IS MEANT TO BE USED WITH BRAVE MICAIAH B/C OF HOW EFFECTIVE THEIR WEAPON’S EFFECTS COMPLIMENT AVERSA’S WEAPON
*I suggest a few other skill sets down in the explanation, specifically in the second “paragraph” after this*
The most important part of this built is her weapon, A skill, and Seal. This is because her weapon is the key part that makes her so good with Brave Micaiah (check her weapon too if you don’t know why) and the two bond skills (A skill and seal) is great with Micaiah’s Atk/Res bond 4 (obviously the A skill and Seal can be swapped if need be or even altered; I just prefer spd/def bond as her A skill so if I want, I can have either atk/def bond or another spd/def bond, also I like having two def bonds so her def and res are equal, which I’ve found allows her to tank many bow and blue units)
However if you want to mix this build up (like I’m doing rn in my mixed team) you could give her acrobatics and guidance. You could also use her seal to boost her hp for the purpose of her weapon’s effect and if so I’d suggest giving her sturdy impact. Of course guard is always a good budget b skill for non armored units. Special and Assist skill is mostly personal preference, I just wanted her to have some means to heal herself (with Aether in this case) and swap feels more natural to me (but that might be b/c I’m using her in a moved team with armored/infantry units which works better with swap in my opinion)
*STATS ARE WITH +10 MERGES +5 DRAGONFLOWERS AND SUMMONER SUPPORT (+5 to hp and +2 to all other stats), which I will have after the upcoming Aversa Grand HB, add my feh ID (3489182007) if you want this unit on your friend list, but I won’t accept any request, usually only other +10s unless I think your build is good enough to compete*
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Aversa's Night | A | HP/Spd 2 |
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Harsh Command | B | Chill Spd 3 |
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Dragon Fang | C | Atk Opening 3 |
S | HP/Res 2 |
This build focuses on making Aversa a great support unit setting both buffs on her teammates and debuts on her enemies.
As for A-slot and seal I selected HP/Spd 2 (written HP/Res 2 seal because the other wasn't available). This will put Aversa's HP at 50 and her speed at 38 without merges. You could run a double HP +5 to make her weapon stronger but doing my method you will be able to use it's effect on most units whilst making her speedy to not be doubled by most enemies as will want her to survive as long as possible.
For her B-slot I chose Chill Spd 3 which you can get from the F2P Panne, this will help your team to go against annoying speedy units.
Finally for her C-slot I chose Atk Opening 3, it's not an easy skill to get but if you can, it will make Aversa a very valuable asset to your team.
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Rauðrowl+ (+Spd) | A | Atk/Spd Bond 3 |
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Reposition | B | Desperation 3 |
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Blue Flame | C | Odd Atk Wave 3 |
S | Atk/Spd Bond 3 |
Atk/Spd bond synergices well with Blue Flame and both of them also synergices with the Owl Effect, if her allies have Goad Fliers and one of them is Camilla, they can buff Aversa pretty high all while being inmmune to other panic effects
+4 atk/spd x 3 goad fliers
+3 atk/def/spd/res Camilla's Axe
+6 owl effect
+10 both bonds
+31 Atk/Spd total, that can't be debuffed by Panic Effects, most of the build is based around Blue Flame, a low CD high score special,since if she is running Aversa's Night you can't actually use her to fight until the last enemy, cause you want her to keep ploying the enemy team, and Arena being an Armored playground her ploy effects wouldn't trigger as much as in history mode.
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Aversa's Night | A | Mirror Strike 2 |
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Reposition | B | Windsweep 3 |
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Iceberg | C | Odd Res Wave 3 |
S | HP/Res 2 |
This build is centred on making Aversa quite a powerful support character in a lot of teams. Her prf. weapon is amazing at debuffing the enemy and she provides a large amount of support with that and her Odd Res Wave. I think that Windsweep is a good choice for her as she is in a speed tier where there are a lot of enemies who are hard to double as there is very little difference in their speed stat. Windsweep makes up for this because she isn't going to double many heroes, but she can out speed them just enough to avoid counter attacks
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Red Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Red Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Red Tome Users Only
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200 | 2 | 9 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() 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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![]() Inheritable by all units.
Unlocks at 3 ★ |
30 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
100 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | A |
![]() Inheritable by all units.
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60 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
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