- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.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.
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 |
![]() Grants Res+3. At start of turn, if any foe's HP ≤ unit’s HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-3 on that foe and bonuses on that foe become penalties through its next action. 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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![]() Boosts damage by 30% of unit's Atk. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage by 50% of unit's Atk. 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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![]() Grants Spd+1 Inheritable by all units.
Unlocks at 3 ★ |
30 | A |
![]() Grants HP+3, Spd+1. Inheritable by all units.
Unlocks at 4 ★ |
100 | A |
![]() Grants HP+4, Spd +2. Inheritable by all units.
Unlocks at 5 ★ |
200 | A |
![]() At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) Inheritable by all units.
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60 | C |
![]() At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) Inheritable by all units.
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120 | C |
![]() At start of odd-numbers turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
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Banners Featured In
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