- Default
- Attack
- Special
- Injured




Brave Camilla - Light of Nohr |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 8 | 8 | 3 | 5 |
Middle | 17 | 9 | 9 | 4 | 6 |
High | 18 | 10 | 10 | 5 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 30 | 34 | 18 | 22 |
Middle | 39 | 33 | 37 | 21 | 25 |
High | 42 | 36 | 40 | 24 | 29 |
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
Unlimited Camilla Works (Offensive)
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Sanngriðr (+Eff) | A | Atk/Spd Push 4 Alternate: Atk/Spd Catch 4 |
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Restore+ Alternate: Physic+ |
B | Wrathful Staff 3 |
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Miracle Alternate: Windfire Balm+ |
C | Joint Drive Atk Alternate: Savage Blow 3 |
IVs | +ATK or +SPD / -DEF or -RES | S | Atk/Spd Solo 3 Alternate: Savage Blow 3 |
Weapon: Sanngriðr(+Eff)
Assist: Restore+ / Physic+ / Return+
Special: Miracle / Windfire Balm
Passive A: Atk/Spd Push 4 / Atk/Spd Catch 4 / Atk/Spd Solo 3 or 4
Passive B: Wrathful Staff
Passive C: Joint Drive Atk / Savage Blow / Preference
Sacred Seal: Atk/Spd Solo / Savage Blow / Blade Session
- Brave Camilla’s refinement effectively supercharges her staff, bumping up it’s Attack and Speed boost from a meager +3/+3 to an effective +10/+10 boost, in addition to gaining a potent debuff effect that reduces the Defense and Resistance of foes . Coupled with the Staff’s innate Gravity, Brave Camilla is an excellent choice for hit and run teams, thanks to her high damage output, Gravity, and her immunity to counterattacks(with the exception of Null C-Disrupt)
- Camilla’s Refined Sanngriðr is her preferred weapon of choice due to the incredible offensive boost it gives her, with a nice debuffing effect as the icing on the cake.
- Attack and Speed boosting A slots like Camilla’s innate Atk/Spd Push 4 and Atk/Spd Catch are Camilla’s best option, giving her even more offensive power on Player Phase with very little downside.
- Camilla’s innate Wrathful Staff gives her the Wrathful/Dazzling combination when combined with Sanngriðr, effectively turning her into a magical Firesweep user.
- Joint Drive Atk gives Camilla and her allies within 2 spaces a +4 boost to their Attack during combat, while Savage Blow gives Camilla an additional source of passive damage, which can help chip down bulkier foes into KO range as she snipes other targets when combined with another Savage Blow in her sacred seal slot.
- Aside from Savage Blow, Atk/Spd Solo and Blade Session are also great seal options as they further improve Camilla’s stellar Player Phase damage output.
Strengths
Refined Sanngriðr
Camilla’s refined Sanngriðr is extremely powerful, giving her a hefty boost to her offenses and a potent Defense and Resistance debuff in addition to its innate Gravity effect, letting her hit incredibly hard while preventing foes adjacent to the target from chasing her down.
Good offenses
Camilla’s 33/37 offensive statline gives her a good baseline for performing follow-up attacks and dealing damage, especially when coupled with her refined Sanngriðr.
Weaknesses
Extremely limited skill access
Brave Camilla thankfully has all the skills she needs to succeed as a hit and run unit, but her skill restrictions due to her movement and weapon type give her very little room to deviate outside of her niche(Although thankfully, that niche is quite strong).
Lackluster Bulk
Camilla’s base 21 Defense and 25 Resistance leave a lot to be desired, and this means that hard-hitting foes on either side of the spectrum will have little trouble taking Camilla down in one round of combat, so avoiding Enemy Phase combat is a must for her in most cases.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Unlocks at 1 ★ Restricted to units that use a Staff.
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50 | 2 | 10 |
![]() Foe cannot counterattack. Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Restores 5 HP. Learns by default at 1 ★ |
1 | 50 |
![]() Restores 7 HP each to target and this unit. Learns by default at 3 ★ |
1 | 100 |
![]() Restores 8 HP. (Minimum of 8 HP.) Neutralizes 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. Learns by default at 4 ★ |
1 | 200 |
![]() Restores HP = 50% of Atk. (Minimum of 8 HP.) Neutralizes 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. Learns by default at 5 ★ |
1 | 300 |
Passive Skills
Passive Skills | SP | Slot |
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![]() At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat. Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
![]() At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat. Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
![]() At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat. Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit. Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. Restricted to units that use a Staff.
Unlocks at 3 ★ |
60 | B |
![]() If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons. Restricted to units that use a Staff.
Unlocks at 4 ★ |
120 | B |
![]() Damage from unit's staff will be calculated the same as other weapons. Restricted to units that use a Staff.
Unlocks at 5 ★ |
240 | B |
![]() At start of turn, grants Atk+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 1 ★ |
60 | C |
![]() At start of turn, grants Atk+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 2 ★ |
120 | C |
![]() At start of turn, grants Atk+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 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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