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Analysis by raelet
Brave Eirika - Pledged Restorer

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
173
HP 39
ATK 40
SPD 42
DEF 28
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 9 11 5 4
Middle 17 10 12 6 5
High 18 11 13 7 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 37 39 24 21
Middle 39 40 42 28 24
High 42 44 46 31 28

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

My Brother Has Taught Me Something Of Swordplay (Base Kit)

Build by raelet
Recommended
Binding Reginleif A Surge Sparrow
Positional Assist B Moonlight Bangle
Luna
Alternate: Dragon Fang
C Atk/Spd Menace
Alternate: Fatal Smoke 3
IVs

+SPD / -RES

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Binding Reginleif

Assist: Positional Assist / Flexible

Special: Luna / Dragon Fang

Passive A: Surge Sparrow 

Passive B: Moonlight Bangle

Passive C: Atk/Spd Menace / Fatal Smoke

Sacred Seal: Atk/Spd Solo / Blade Session / Swift Sparrow / Quickened Pulse

  • Give her an Assist and you're done. No, really.
  • Okay, okay... it's difficult to improve on Eirika's base kit for her main job, which is deleting one enemy unit from the game with each of her Player Phase turns. As long as she can survive until her Special activates (a feat which is helped by her 30% damage reduction for the first hit of each combat), she can heal up and demolish her foe with Black Luna levels of damage at the same time, like a supercharged Aether on a 2 cooldown.
  • You can choose to equip her with a higher cooldown Special, such as Dragon Fang, which will make her do even more damage and heal even more, but then you lose the easy consistency of activating Luna on everything that she doesn't outright defeat in the first hit.
  • To be exceptionally cruel, you can inherit Fatal Smoke to her, which prevents her foes from activating Noontime specials and healing up after her first hit.
  • Otherwise, this is pretty much it. Stack Attack and Speed and don't let her get killed on the one counterattack she has to sustain before she heals again and is ready to go the next turn.

Face Me, If You Have The Steel (Galeforce)

Build by raelet
Binding Reginleif A Surge Sparrow
Alternate: Heavy Blade (3 or 4)
Positional Assist B Moonlight Bangle
Galeforce C Def Smoke 3
Alternate: Atk/Spd Menace
IVs

+SPD or +ATK / -RES

SHeavy Blade 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Binding Reginleif

Assist: Positional Assist / Flexible

Special: Galeforce

Passive A: Surge Sparrow / Heavy Blade / Atk/Spd Boosting A Slot

Passive B: Moonlight Bangle

Passive C: Def Smoke / Atk/Spd Menace

Sacred Seal: Heavy Blade / Atk/Spd Solo / Swift Sparrow

  • Just because some of Brave Eirika's effects don't work with a Galeforce build doesn't mean that it's a bad build on her in the slightest. Not only is she a 3 move unit with 2 space Canto and effective weaponry against armored units and other cavaliers, but she also cancels effects which prevent her follow-up attacks as well as effects which slow her Special cooldown - two effects which would otherwise counter a Galeforce unit.
  • So, she may not be healing and dealing unga bunga levels of damage with this build, but that doesn't mean she isn't one of the best options for a Galeforce unit out of the box, particularly when factoring in her Damage Reduction, which will help her survive a counterattack.
  • The one sticking point with this build is keeping her HP above 25%, since she cannot heal herself without a damaging Special and her HP should be below 50% for any strategies involving Wings of Mercy. Still, her damage reduction helps her to get beneath the 30% threshold rather safely and initiate a Galeforce chain - or if she hasn't taken enough damage, then she can simply hit and run, utilizing both her Galeforce and a Canto to potentially move 5 spaces out of the enemy threat range, provided she can use an Assist or attack a structure on the way.

Strengths

Arsenal of Effects

At this point, it might be more accurate to ask: what isn't in Brave Eirika's kit?

Coming in with a Slaying prf which grants her spectrum +5 in combat buffs and is effective against cavalry and armored units and has damage reduction and negates foes's skills that would deny her follow-up attacks means that Eirika certainly stepped into CYL 5 with guns blazing.

But generalist units need to heal? That's fine - her new inheritable A Slot skill, Surge Sparrow grants her healing based off of her max HP and max Special cooldown. Note that her Slaying prf counts against her cooldown, and so her native Luna only counts as a 2 max cooldown Special. Don't let that get you down though, the scaling of Surge Sparrow means she still heals 50% of her max HP, similar to Brave Claude before her, but even more flexible.

Still, her healing is centered around her activating her Special... but luckily, Eirika's prf B slot, Moonlight Bangle negates all Guard effects, which prevents opponents from slowing her Special activation. Furthermore, Moonlight Bangle grants her additional damage based on her foe's Defense and her max Special cooldown, with her native Luna granting her an additional 40% of enemy Defense in damage. Combined with Luna, this essentially grants Eirika 70% of her foe's defense in damage, just a fraction shy of the legendary Black Luna used by the Black Knight, on the same ridiculous 2 cooldown.

Note too, that both Surge Sparrow and Moonlight Bangle's healing and damage respectively, are flexible around her max Special cooldown. Equipping a higher cooldown Special, such as Astra, enables her to heal 70% of her HP while dealing 50% of her foe's Defense in damage on top of Astra's base damage.

Also, her B slot grants Canto(2), so can move 2 spaces after attacking.

Modern Stat Allocation

With Atk and Spd both over 40 and Superboons in both, Brave Eirika is not falling short of the Speed or damage meta anytime soon.

Weaknesses

Vulnerable Enemy Phase

Brave Eirika is a standout unit, but like most Player Phase units, she is weaker in Enemy Phase, where her foes can capitalize on her lesser defenses.

In some ways though, her kit does compensate for this by granting her both a 30% damage reduction from her foe's first attack and allowing her to move 2 spaces after acting, which could get her out of trouble. Still, since she doesn't negate enemy follow-ups, she can be taken down easily by foes with auto followups who can prevent her by activating her Special merely by taking her out before she gets a second hit.

Reliant on Damage Special

Brave Eirika is reliant on her Special to both heal her and do obscene damage to her foes. This is... actually fine for the most part, since she ignores her foe's Guard effects, however, it does prevent her from running a useful Special like Galeforce. Galeforce is one of the only viable player phase strategies in Aether Raids at the moment too, so the fact that much of her kit doesn't work with a non-damaging Special is a bit of a letdown for AR-focused players.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 2 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Slaying Spear

Effective against armored foes.

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Binding Reginleif

Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, reduces damage from foe's first attack by 30%, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Luna

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Darting Blow 2

If unit initiates combat, grants Spd+4 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
100
A
Swift Sparrow 1

If unit initiates combat, unit granted Atk/Spd+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Swift Sparrow 2

If unit initiates combat, unit granted Atk/Spd+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Surge Sparrow

If unit initiates combat, grants Atk/Spd+7 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.)

Restricted to melee units.
Unlocks at 5 ★
300
A
Moonlight Bangle

Enables【Canto (2)】.  Neutralizes unit's penalties that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value × 10, + 20).  【Canto (2)】 After an attack, Assist skill, or structure destruction, unit can move 2 space(s).  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Threaten Spd 1

At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Spd 1

At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Spd 2

At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C
Atk/Spd Menace

At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Sacred Stones

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