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Bridal Charlotte

Analysis by milkyytoast
Bridal Charlotte - Money Maiden

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 46
ATK 36
SPD 32
DEF 24
RES 19

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 19 9 7 4 3
Middle 20 10 8 5 4
High 21 11 9 6 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 43 33 29 21 16
Middle 46 36 32 24 19
High 49 39 35 28 22

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

As a unit with a primarily offensive presence, Bridal Charlotte prefers to increase her impressive Attack or Speed. Her physical bulk is rather considerable and is best kept at neutral, while her Resistance is a safe choice to decrease.

Boons

  • +ATK: Charlotte’s Attack is her second highest stat (next to her HP) which makes in an obvious choice for a boon.
  • +SPD: A Speed boon increases Charlotte’s ability to perform follow-ups and deny doubles, boosting both her bulk and damage output.

Neutral

  • HP: Although Charlotte’s HP is perfectly viable as a bane due to how high it is, keeping it neutral preserves her ability to run Panic Ploy and Boost skills effectively.
  • DEF: 24 base Defense is definitely the better of Charlotte’s two defensive stats, making it the best choice to stay neutral.

Banes

  • -RES: 19 neutral Resistance makes this stat Charlotte’s clear dump stat. Moreover, her high HP allows her absorb a rather significant amount of magic damage regardless of whether this stat is lowered or not.

Skill Sets

Bridezilla (Melee Specialist)

Build by
Recommended
Slaying Lance+ (+Spd)
Alternate: Slaying Spear+ (+Eff)
A Steady Breath
Alternate: Steady Stance 4
Reposition
Alternate: Smite
B Quick Riposte 3
Alternate: Lancebreaker 3
Aether
Alternate: Luna
C Panic Ploy 3
Alternate: Infantry Pulse 3
IVsSClose Def 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK or +DEF / -RES
  • Weapon: Slaying Lance (+Spd/+Atk/+Def) / Slaying Spear (+Eff)
  • Assist: Reposition / Smite / Reciprocal Aid / Flexible
  • Special: Aether / Luna / Moonbow
  • Passive A: Steady Breath / Steady Stance / Close Def / Fury
  • Passive B: Quick Riposte / Lancebreaker / Renewal
  • Passive C: Panic Ploy / Infantry Pulse / Flexible
  • Sacred Seal: Close Def

One of Charlotte’s biggest advantages is the fact that her high Attack and good Speed, when combined with her decent Defense and excellent HP, make her a considerable offensive presence -- without the need to compromise her ability to take hits. Unlike most physically tanky units, she does not have to rely on Special procs in order to deal damage, meaning that she is not shut down by units carrying Guard.

For choice of IVs, +SPD along with a Speed refine on Charlotte’s weapon is recommended to deny follow-ups from speedy threats like Ayra. If Charlotte will be mostly facing Bold Fighter wielding armors, however, it is advisable to invest in her Attack or Defense instead. The matchups Charlotte will face also informs her choice of weapon. Speed stacking is not advisable against foes that can perform doubles regardless, so it’s a better choice to directly invest in Charlotte’s Attack or Defense. While the Slaying Lance’s cooldown reduction is consistently excellent, against armored foes the Slaying Spear will deal effective damage -- and will also nullify buffs with the proper refine -- making it a viable option. Assist choice is flexible between support skills such as Rallies, a sustain skill like Reciprocal Aid, or a movement skill like Reposition.

Charlotte’s chosen Special should directly depend on her A slot skill. Aether becomes viable due to the cooldown reduction effect of Steady Breath and the Slaying Lance, while lower cooldown Specials should be used if she’s using an alternative A skill. Luna and Moonbow are good choices since they scale based on the opponent’s Defense, making them effective wallbreakers.

If Steady Breath is unavailable, Steady Stance 4 is also a comparable option that turns most melee units into defensive walls, providing a huge Defense boost and Guard effect. Fury is another choice that is more easily accessible, giving Charlotte a flat +3 boost to her Attack, Speed, Defense, and Resistance that she can take excellent advantage of. Every recommended A skill also synergizes well with the Close Def seal, granting Charlotte considerable effectiveness when facing against melee foes.

B skills can largely vary. Quick Riposte guarantees Charlotte’s follow-ups on Enemy Phase, while Lancebreaker enables her to battle threats such as Effie, Brave Lucina, Legendary Ephraim, and Ephraim. Renewal grants her greater self-sustain and has a higher SP cost, making it more heavily weighted in the Arena.

For C skills, Charlotte can provide excellent team support due to her high HP. For Slaying Lance builds, Panic Ploy allows Charlotte to reverse an enemy’s Hones and Fortifies. Alternatively, if Charlotte has the highest base HP value on her team, Infantry Pulse can allow her to accelerate her allies’ cooldown on the first turn of the match.

The Bravest Bride (Brave Build)

Build by
Brave Lance+ A Death Blow 4
Alternate: Atk/Spd Solo 3
Reposition
Alternate: Draw Back
B Hit and Run
Alternate: Lancebreaker 3
Luna
Alternate: Draconic Aura
C Panic Ploy 3
Alternate: Threaten Def 3
IVsSAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES
  • Weapon: Brave Lance
  • Assist: Reposition / Draw Back / Smite / Flexible
  • Special: Luna / Draconic Aura / Moonbow / Glimmer
  • Passive A: Deathblow / Atk/Spd Solo
  • Passive B: Hit and Run / Drag Back / Lancebreaker
  • Passive C: Panic Ploy / Infantry Pulse / Threaten Def / Flexible
  • Sacred Seal: Attack +3 / Quickened Pulse

Given Charlotte’s high Attack, it logically follows that she would be able to quite effectively run a straightforward Brave build.

The chosen IV for this set seeks to maximize Charlotte’s Attack without further lowering her Speed. This is done to avoid follow ups from any unit with 34 Speed or less, and since Charlotte should not be baiting mages anyways with this build, her Resistance can be safely decreased.

The Brave Lance is an obvious choice for weaponry, granting Charlotte the ability to hit a foe twice on Player Phase for massive damage. The low MT of this weapon is mitigated through Charlotte’s IV, her seal, as well as skills like Death Blow or Atk/Spd Solo. Atk/Spd Solo mitigates the Speed penalty from the Brave Lance and is a strong A slot contender for offensive heroes  - especially if your team formation is based on Tactic buffs or has little regard for ally support positioning.

For choice of Special, Luna is preferred due to its heftier damage output in the long run, but Moonbow makes for a great first-turn damage burst when paired with the Quickened Pulse seal. Draconic Aura and Glimmer are alternatives that scale off of Charlotte’s Attack instead of the foes’ Defense, making them more effective against certain foes.

Hit and Run (or Drag Back for anyone who is lacking in Clairs) is a great skill for Brave users, allowing them to retreat once they’ve attacked and potentially be Repositioned or Swapped behind a waiting tank. Lancebreaker is an alternative choice that swings matchups against fellow lance users in Charlotte’s favor.

Infantry Pulse and Panic Ploy are amazing support skills that activate based on Charlotte’s high HP, but Threaten Def is a solid budget option.

Fired-Up Femme Fatale

Build by
Firesweep Lance+ A Life and Death 3
Alternate: Atk/Spd Solo 3
Pivot
Alternate: Swap
B Chill Spd 3
Alternate: Hit and Run
Luna
Alternate: Draconic Aura
C Spd Smoke 3
Alternate: Threaten Spd 3
IVsSSpeed +3

Show Explanation/Analysis
  •  Preferred IV: +SPD / -RES
  • Weapon: Firesweep Lance
  • Assist: Pivot / Swap / Flexible
  • Special: Luna / Draconic Aura
  • Passive A: Life and Death / Atk/Spd Solo / Swift Sparrow
  • Passive B: Chill Spd / Hit and Run / Drag Back
  • Passive C: Spd Smoke / Threaten Spd / Flexible
  • Sacred Seal: Speed +3

Like most Firesweep builds on units with mid-to-high Speed, this build seeks to to boost her Speed and Attack to deny and perform heavily damaging follow-ups. She’s enabled to do this through stat boosts and debuffs, which in most circumstances allow her to power through other speedy threats.

A +SPD/-RES IV is an obvious choice here, allowing Charlotte to further dump her Resistance and boost her Speed to a respectable 35. With Life and Death and the Speed +3 seal, this stat is raised to 43, allowing her to perform doubles on any unit with 38 or less Speed -- meanwhile, her Attack rests at a respectable value of 51. This comes at the cost of reducing her defensive stats and making her more fragile, though this isn’t as much as a problem as it could be due to Charlotte’s massive HP pool. Atk/Spd Solo offers a comparable effect though it is only active when the unit is adjacent to an ally, therefore requiring more planning in both battlefield position and team composition. Swift Sparrow is an acceptable, risk-free alternative that provides a weaker boost than its two counterparts.

Firesweep weapons continue to be great options for offensively-oriented units, allowing them to attack without being retaliated upon -- though the trade-off is that their Enemy Phase presence becomes non-existent. For this reason, Life and Death paradoxically becomes more defensively-oriented than other skills on Firesweep units, allowing said unit to dodge more follow-ups (except in the case of Brave weapons and Bold Fighter armors).

For assists, Pivot or Swap may help Charlotte in retreating further than she’d normally be able to. If she is able to poke a foe and then retreat behind a tank, she could aid a team in netting a key KO or swinging a matchup back into the team’s favor. Choice of Assist is flexible though, and can easily be changed to suit a team’s needs.

Chill Spd is now one of the best B slot skills for most Firesweep users, inflicting a devastating -7 Speed debuff to the fastest opponent on the enemy's team at the start of every turn. In particular, Chill Spd can net Charlotte key matchups against units like Soleil and Ayra. Hit and Run and Drag Back are good alternatives for Firesweep users, however, allowing them to retreat after attacking and be swapped or repositioned to safety. If used in conjunction with units possessing Earth / Water Boost, Steady / Warding Breath, Steady / Warding Stance, or the Close Def skill / seal, Charlotte is able to heavily damage foes and then hide behind her allies who will take negligible damage on Enemy Phase.

Spd Smoke allows Charlotte to provide support by debuffing surrounding foes once she attacks, adding to her bulk by allowing her to avoid follow-ups. Threaten Spd is a passable alternative, as it directly debuffs the foes Charlotte will likely be targeting if they are in-range.

This Dress Cost What?!? (Budget)

Build by
First Bite+ (+Spd)
Alternate: First Bite+ (+Def)
A Fury 3
Alternate: Wind Boost 3
Reciprocal Aid B Vantage 3
Moonbow
Alternate: Glimmer
C Atk Smoke 3
Alternate: Threaten Atk 3
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK or +DEF or +HP / -RES or -HP
  • Weapon: First Bite (+Spd/+Def)
  • Assist: Reciprocal Aid
  • Special: Moonbow / Glimmer
  • Passive A: Fury / Wind Boost
  • Passive B: Vantage
  • Passive C: Atk Smoke / Threaten Atk
  • Sacred Seal: Quick Riposte

As an option for summoners on a budget, this build seeks to take advantage of as many aspects of Charlotte’s base kit as possible.

For IVs, almost any Boon will work. For Banes, -RES or -HP are obviously ideal, but any barring -SPD or -ATK won’t hurt Charlotte’s effectiveness too much. First Bite is surprisingly effective when refined, granting Charlotte an extra stat boost and also buffing her and her allies within 2 spaces with +5 Defense / Resistance after combat where she attacks. Not only does this grant Charlotte the ability to provide team support, it also adds to her physical and magical bulk. When used in conjunction with Atk Smoke, the enemy’s team can find themselves heavily debuffed and struggling to deal damage. Her native Threaten Atk can also work here, although its debuff does not have nearly as large a range.

Refines can vary. +Spd is preferred due to it synergizing well with Fury / Wind Boost, while +Def serves to make Charlotte more tanky. Fury serves to boost Charlotte’s offensive and defensive capabilities at the cost of its recoil, while her native Wind Boost allows her to dodge doubles when it is active. If Charlotte possesses an HP bane, Fury is the clear choice, though either can be used assuming her high base HP is preserved.

Vantage -- when combined with the Quick Riposte seal -- allows Charlotte to perform guaranteed follow ups when above 70% HP and attack first when she is initiated upon when her HP is ≤ 75% of its total. If timed right, this will allow her to hit any melee unit who initiates upon her with a hefty Moonbow or Glimmer proc. Finally, Reciprocal Aid allows Charlotte to heal using an ally as an HP transfusion to re-activate Quick Riposte, or heal one of her allies with her large HP pool.

Introduction

Here comes the bride! Gracefully entering the scene is Bridal Charlotte, and she demands to see your wallet in order to grant you her assistance (not really, but can you imagine?). Featuring a great Attack stat, incredibly high base HP, and pretty decent Speed, Charlotte is a great candidate for a variety of builds -- and can even provide valuable Infantry Pulse or Panic Ploy support to her teammates to boot. Whether you deck her out to the nines in gold and finery or are limited by your budget, Charlotte looks good in almost any dress she wears.

Unfortunately, that isn’t to say that Charlotte is among the best lancers. With so many lance-wielding units possessing unique weapons and powerful skills like Brave Lucina, Ephraim, and Legendary Ephraim on the scene, Charlotte faces a lot of competition for a lance support slot on any team. She’s not even the best at what she does, either -- units like Cordelia or Shigure can take advantage of class-specific buffs on their Firesweep builds, Effie or Hardin can make use of Bold Fighter to compete with Charlotte’s Brave builds, and most lancers can run effective Slaying builds. If you’re sold on using a lady in white, though, there’s definitely worse choices than Charlotte, especially if you’re looking to use skills that have high HP activation requirements.

Strengths

High Base Attack

Charlotte sports one of the best base Attack stats among lancers.

She also doesn’t have the one-space movement restrictions that armors do, making her significantly more mobile than her direct comparisons.

Large HP Pool

Charlotte’s HP pool is substantial, reaching 46 at base. This significantly boosts the amount of damage she is able to absorb, as her defensive stats are rather lackluster.

It also makes her a good candidate for skills that activate based on HP like Infantry Pulse and Panic Ploy.

Weaknesses

Low Resistance and Mediocre Defense

Charlotte’s low Resistance and mediocre Defense means that she relies on her HP pool to absorb damage, negatively affecting her ability to tank.

She also is locked out of access to a consistent damage-dealing Special like Iceberg or Bonfire due to this, meaning that she must rely on Specials that scale off her Attack or the opponent’s Defense.

Awkward Speed

Charlotte’s base Speed rests at 32, which is an awkward number. While it reaches a decent 35 with a boon, at neutral she can’t exactly be called speedy.

This can make it difficult to deny doubles from fast foes with a non-optimal Charlotte -- especially since she does not have access to class-specific buffs.

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 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
First Bite

Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates.

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
First Bite+

Grants allies within 2 spaces Def/Res +2 through their next actions after any combat this unit initiates.

Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Smite

Push adjacent ally 2 spaces farther away.

Learns by default at 5 ★
1 150

Passive Skills

Passive Skills SP Slot
Wind Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.

Inheritable by all units.
50
A
Wind Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.

Inheritable by all units.
100
A
Wind Boost 3

If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat.

Inheritable by all units.
Unlocks at 5 ★
200
A
Threaten Atk 1

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

Inheritable by all units.
50
C
Threaten Atk 2

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

Inheritable by all units.
100
C
Threaten Atk 3

At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem Fates

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