Analysis by MackerelPye
Bridal Larum - Dancing Bride

Hero Stats

Max Avg Total Stats at Lvl 40
HP 38
ATK 32
SPD 40
DEF 26
RES 31

Stat Variations

Level 1 Stat Variation
Low 18 3 9 3 6
Middle 19 4 10 4 7
High 20 5 11 5 8

Level 40 Stat Variations
Low 35 29 37 22 28
Middle 38 32 40 26 31
High 42 35 44 29 34

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.

Skill Sets

Stamina Lunch Special, Wedding Cake Edition! (Low-Investment / General Support Dance)

Build by MackerelPye
Allied Lance+ (+Spd)
Alternate: Allied Lance
A Fury 3
Dance B Wings of Mercy 3
Moonbow C Guidance 3
Alternate: Drive Atk 2


SDrive Atk 2

Show Explanation/Analysis

Weapon: Allied Lance+ (+Spd) / Bridal Sunflower+ (+Spd) / 4* Allied Lance

Assist: Dance

Special: Moonbow

Passive A: Fury 3

Passive B: Wings of Mercy / Atk Cantrip

Passive C: Guidance / Drive Atk / Atk Tactic / Other "Within Two Spaces" Support Skills

Sacred Seal: Drive Atk / Other "Within Two Spaces" Support Skills

  • Right off the bat Larum already does what she does best: refresh other units into another action with Dance. That's it, that's the build, we're done. 
  • That being said, like most dancers, she can equip some rather easy low-effort, low-rarity choices to improve her supportive constitution. 
    • For instance, she already comes with Guidance, a very effective method of increasing movement options for Larum's armored and infantry allies. It's also one of the few key tools she has as a flying dancer and is a relatively rare skill to come by in the first place for a default C skill. 
    • Typically, you'll be hard-pressed to replace Guidance as the C slot passive unless your team specifically desires other (honestly pretty boring) "within two spaces" support skills like Drive or Tactics skills. The Sacred Seal slot, on the other hand, is very much open to many supportive skills of similar flavor.
    • Wings of Mercy is an established gold standard on dancers. It is easy to come by from low-rarity units while improving movement and supportive utility by enabling Larum to teleport to any severely damaged allies. 
      • Its usefulness typically eclipses that of Atk Cantrip, although, that, too, is a mostly fine default option given it can provide a huge and pretty helpful Atk debuff on a nearest enemy unit.
    •  Finally, it is encouraged to swap out Larum's default weapon, Bridal Sunflower+, for an easily accessible and supportive lance: Allied Lance. Specifically, said lance provides a pretty nifty offensive and defensive boost of Atk/Def +4 to any of Larum's teammates within two spaces, and stacks on beautifully with the variety of other "within two spaces" skills at Larum's disposal. As a small note, if you're really low on feathers, you don't even have to inherit its full "+" version to get its nice supportive effects.
  • There's not much else to say about Larum's remaining slots, which typically won't come into play often due to this build's focus on support over combat. For the sake of finality, Fury 3 is a good and cheap choice for improving Larum's short-term combat prowess all-around, and Moonbow is a short-trigger Special that does acceptable burst damage in emergencies. 

The Escorts Will Kick You Out, Thanks For Coming! (Saveball Leader / Max Stat Support)

Build by MackerelPye
Allied Lance+ (+Spd) A Life and Death (3 or 4)
Alternate: HP +5
Dance B A/D Near Trace 3
Alternate: Even Pulse Tie 3
Moonbow C Atk/Def Rein 3
Alternate: Atk/Spd Rein 3
  • +SPD for generalized builds
  • +HP for Sudden Panic and Pulse Tie builds
SSpur Atk/Res 2
Alternate: Distant Guard 3

Show Explanation/Analysis

Weapon: Allied Lance+ (+Spd)

Assist: Dance

Special: Moonbow

Passive A: Life and Death / Fury / HP +5 / B Duel Flying / HP/Spd 2

Passive B: A/D Near Trace / Sudden Panic / Even Pulse Tie / Wings of Mercy / Aerobatics / S/D Near Trace / Atk Cantrip

Passive C: Atk/Def Rein / Guidance / Other Rein or "Within Two Spaces" Stat Boosts

Sacred Seal: Spur Atk/Res / Distant Guard / HP +5 / Other "Within Two Spaces" Stat Boosts or HP/X skills

  • Larum can take an even more specific and advanced form of support while maintaining her ever-universal Dancing capabilities. More precisely, in high-maintenance modes such as Aether Raids Offense and Abyssal maps, she can be the beacon/leader of a "Save Ball" composition. Typically this consists of two fellow armored units using a Near and Far Save skill separately, with Larum herself providing positive stat skews through a few choice skills while facing basically zero risk of getting hit.
  • Thanks to Larum's status as a lance flier, she can access some pretty high-quality stat skew skills. Her weapon, Passive C, and Sacred Seal specifically matter on this build, so ideal choices in those slots are as follows:
    • Allied Lance+ is an accessible and ultimately useful supportive weapon that grants Larum and nearby allies an additional Atk/Def +4 in-combat within two spaces. The Atk boost is perfectly universal to nearly any Savior unit you choose, and the additional Def serves to bolster Far Save users' resilience to bow and daggers while doing the same for Near Savers versus non-dragonstone enemies. 
    • Larum can also access the Rein skill line, which allows her to debuff two chosen stats on nearby enemies. Though these skills require Larum to get uncomfortably close to enemy units mainly by baiting them, having Save armors nearby should rid her of any positioning concerns completely. 
      • At any rate, Atk/Def Rein would be the most universal choice, given the Atk debuff debilitates every sort of incoming attack (whether magical or physical), and Def debuff takes advantage of the fact that most armors are physical hitting. 
      • Use whichever suits your specific armored allies at any rate. For instance, Speedy armors like Picnic Felicia and Valentines Lucina benefit from Spd-based Reins, and magical hitting armors like Halloween Grima (M) and Valentines Robin enjoy Res-based Reins.
    • Finally, Larum should typically finish off with another stat support skill that, again, suits your specific Save armors. Note that thanks to Save skill interactions, the stat boosts from Double Spurs will kick in for the Savior unit regardless of distance — either adjacent or two spaces away. If you lack the desired Rein skill, running the appropriate double Spur in Larum's C slot can also be a viable temporary substitute here. 
    • The C or Sacred Seal can be taken up by Guidance, which is very much welcome to improve the otherwise cumbersome movement options typical of the armors Larum is carrying with her. Obviously, doing so sacrifices a stat swing slot, so weigh your options carefully or provide additional stat skewing through other allies.
  • In the rest of Larum's passive slots, her options are less important but can be made useful: 
    • Fury and Life and Death both serve to improve Larum's Atk/Spd visibly, which may allow her to absorb Bright Shrine debuffs in place of her allies. If nothing else, both obviously improve her combat potential in a pinch. 
    • In the B-slot:
      • A Near Trace serves as a pretty good utility B slot, allowing Larum to gain at least a space or more of movement after Dancing, attacking, or breaking structures. The extra combat debuffs also make Larum even better at some bridal fisticuffing if she has to clean up stragglers that her Saviors leave alive. 
      • Wings of Mercy typically won't see too much play if you play your Save Ball right and your Save armors are consistently at great health. However, it's still a perfectly useful general-purpose B skill and can help at reaching specific parts of the map (like Aether Fountains) even faster.
      • Aerobatics improves Larum's own range of movement options when she's near non-flier allies, and its use case is pretty much guaranteed given this build is supposed to support armored allies specifically. Running it gives more wiggle room, especially in Aether Raids defenses where structures sometimes limit movement. 
      • Keeping the default Atk Cantrip might make some sense, given Larum's job is to power up her armor allies by also debilitating incoming enemies. It only targets a nearest enemy within four spaces, though, which may only be limitedly useful in situations where your saveball is expected to take on a mob of enemies in one turn. 
  • Finally, a more specialized option Larum can take building her HP so high that she's able actually to run HP-reliant support skills pretty effectively. As implied, this requires you to specifically commit resources into HP, including taking on an HP Asset, refining Larum's weapon for additional stats, using Dragonflowers, and running HP skills (or B Duel Flying, the fourth tier version which comes from Erinys whom you can also conveniently grab Atk/Def Rein) in one or more passive slots.
    • In an environment where Hardy Fighter and other skills involved precharged Specials are commonplace and simply difficult to tackle at times, a Pulse Tie of choice (Even being preferred for activating after Turn 1) helps shut down and approach such strategies much easier.
    • Sudden Panic is also worth a gander as visible bonus boosts are becoming increasingly common in new tools like Rouse 4 and Menace skills, Medeus's Shadow Breath, and Groom Roy's Faith in Humanity.
    • Also, note that swapping a Spur Sacred Seal out for HP lowers the amount of stat buffs Larum can offer to her Saviors; it's really up to you whether you want to improve her HP skill potency or keep the extra stat support maximized since simply running a single HP skill MIGHT be enough. 

You Can't Leave Right Now, We Got After-Party Disco! (Galeforce Dancer)

Build by MackerelPye
It's Curtains...+ (+Atk)
Alternate: Ninja Yari+
A Atk/Spd Boosting A Slot
Alternate: Heavy Blade (3 or 4)
Dance B Wings of Mercy 3
Alternate: A/D Near Trace 3
Galeforce C Atk/Def Rein 3
Alternate: Guidance 3

+ATK / -HP

SQuickened Pulse
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: It's Curtains…+ (+Atk) / Ninja Naginata+ / Ninja Yari+ /  Brave Lance+ / Slaying Lance+

Assist: Dance

Special: Galeforce

Passive A: Swift Sparrow / Heavy Blade / Surge Sparrow / Atk/Spd Push 4 / Life and Death / Atk/Spd Catch

Passive B: Wings of Mercy / Dive-Bomb / A/D Near Trace / S/D Near Trace

Passive C: Atk/Def Rein / Guidance / Joint Drive Atk / Atk/Spd Rein 

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

  • Larum's decent offensive constitution and access to a number of helpful exclusive combat skills make her a natural candidate for a dancer that can run Galeforce. This is a pretty neat trick, especially on Galeforce-centric Aether Raids offense teams that want to maximize the amount of extra actions possible, with dancers actively attacking being an occasional centerpiece.
  • Of course, with Larum's somewhat lacking Atk in this day and age, it's important to exercise a bit of realism: Heavy Blade checks can be rather shaky with her, and Galeforce is still a pretty cumbersome Special to charge with a cooldown of 5. If at all possible, she should utilize specialized cooldown acceleration measures, such as Ostia's Pulse, Thórr's Worldbreaker, Velouria's Wolfpup Fang, and on the next point…
  • Larum is able to run It's Curtains…+ as an exclusive perk of her lance status, allowing her to self-charge her Special by -2 on Turn 1 and allowing Galeforce to trigger more reliably. Depending on additional acceleration measures, Larum can even get to full charge in one hit with it, which helps her get Galeforce in without potentially whiffing a full charge on a weak enemy.
  • Larum can also go with an alternative approach with some Brave-style Lance or Slaying Lance
    • The weaker hits and consecutive-hitting behavior of Ninja Yari+, Ninja Naginata+, and Brave Lance+ just might help with getting Galeforce on. On a typical Astra Galeforce team, for example, the additional help of Quickened Pulse and Worldbreaker typically gets this going reliably assuming two hits land and Larum swoops in near Thórr. 
    • Slaying Lance can seem a bit lame as its permanent CD-1 typically pales a bit compared to It's Curtains…'s faster charging and the Brave weapons' rapid fire hitting. It's still essentially always accessible, though, and gets the job done when helped with other cooldown acceleration methods.
  • Wings of Mercy serves as both a general-use movement enhancer and a typical centerpiece for Aether Raids Galeforce teams. For maps and modes where Larum's offensive presence is more valued, you'll be seeking a Near Trace skill for even more additional movement options (regardless of and after Galeforce's extra action), or Dive-Bomb for reliable and safer double — or even quadruple (with Brave-style weapons) — hits. 
  • The rest of the build is typical offense building fare: 
    • You still want Larum to hit hard and fast as possible, so fitting Atk/Spd boosting passives in slots you haven't filled yet is a pretty clear option. Heavy Blade, again, helps Galeforce get going, but Larum will have to be pretty picky with who she attacks as her base Attack isn't exactly ideal for this otherwise. 
    • Larum being a flier also means Reins are a great option for improving her offense, though it's a flexible game in her C slot otherwise.

Stamina Lunch Special, Extra Pain Edition! (Standard Offensive Dancer)

Build by MackerelPye
Springy Lance+ (+Spd)
Alternate: Ninja Yari+
A Atk/Spd Boosting A Slot
Dance B S/D Near Trace 3
Alternate: Dive-Bomb 3
Alternate: Luna
C Spd/Def Rein 3
Alternate: Even Tempest 3

+SPD or +ATK / -RES or -HP

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Springy Lance+ (+Spd) / Piercing Tribute+ (+Spd) / Ninja weapons / Brave Lance+ / Bridal Sunflower+ (+Spd) / Allied Lance+ (+Spd)

Assist: Dance

Special: Moonbow / Luna

Passive A: Swift Sparrow / Surge Sparrow / Atk/Spd Push 4 / Death Blow / Life and Death / Atk/Spd Catch

Passive B: Dive-Bomb / S/D Near Trace / A/D Near Trace /  Wings of Mercy /Various Flow Skills

Passive C: Spd/Def Rein / Atk/Def Rein / Atk/Spd Rein / Joint Drive Atk / Atk/Def Menace / Atk/Spd Menace / Even or Odd Tempest

Sacred Seal: Blade Session / Atk/Spd Solo / Swift Sparrow / Fury

  • Like many other fliers, Larum can make herself worth some pretty high offensive salt simply by putting all her wedding cake into high-grade Atk/Spd passives. Furthermore, she's able to do this with maximum comfort, considering her movement type's access to your choice of Rein skill and possibly Near Trace, allowing her to overwhelm enemies even further in additional stat swings alone.
  • Of course, Near Trace, as good as it is between the remaining Canto effect and nice stat skews, isn't the end-all-be-all for offensive flier B slots.
    • Dive-Bomb, for example, enables Larum to make a safe second attack in battle, assuming she and her enemy are above 80% HP and she's able to make a follow-up at all.
    • There are also a variety of Flow-style skills available to Larum's flier archetype, but all of them have a single effective similarity: the ability to break past skills that would otherwise impede Larum's follow-up.
    • Wings of Mercy doesn't improve Larum's combat but instead offers support utility by enabling teleportation to badly-damaged allies. It's also easily acquirable compared to the previous options. 
  • The Tempest line skills are also worth considering, as the extra movement can be central in enabling more Near Trace escape movement as well as better attacking and Dancing range.  
  • Another major element of this build is the weapon Larum chooses, and because she's a lance user, there are A LOT of choices she can possibly pick from. We'll briefly go over a few standouts:
    • Both Springy Lance and Piercing Tribute provide a great offensive boost of Atk/Spd +5 as well as nifty additional effects; that is, penalty neutralization and guaranteed follow-up prevention for the enemy, respectively. 
    • Pretty much any lance of the Brave persuasion will do for consecutive blitz hits. Ninja Naginata comes with no Speed penalty and offers additional Speed-based damage, Ninja Yari increases Speed, Brave Lance lowers Speed but ultimately still does the job while being ultimately accessible at low rarity. 
    • Bridal Sunflower's potentially huge Atk boost deserves special mention as Larum only needs a standard Hone Fliers or Atk Tactic boost to gain what is effectively a pretty neat +18 Atk swing in optimal conditions. Otherwise, the fact that it lacks the follow-up perks or Spd increases of the previously mentioned weapons tends to make it a bit of an underwhelming default option. You can also play on its Def-swing and further increase Larum's effective bulk by comboing with appropriate Atk-based Reins, Menace, and/or Trace skills.
    • Allied Lance is a neat supportive hybrid weapon still considering as Larum is an inherently supportive unit at the end of the day. It grants a nice Atk and Def boost to both Larum and other allies in close proximity and can be stacked upon with Joint Drive Atk or a Rein skill in ideal positioning. 
  • Because of Larum's only pretty-sufficient statline, she'll naturally be flocking to Luna and Moonbow as pretty cheap and ideal Special choices. These deal additional damage based on enemy defenses rather than her own stats in a reasonable amount of cooldown. 


Here Comes the Bride … Dancer!

Larum brightens up the reception floor with grace and confidence only as high as the spaciest divas in existence, as well as, more importantly, one of the best Assist skills in the game: DanceWe know the score by now: Dance is a tool that enables a chosen unit to take a second action to do whatever needs to be done. It's not an exaggeration to say it is essentially the best and most flexible movement skills out there.

As a refresher unit, Larum thus pretty much already kills it in the support and utility (and fashion!) department, absolutely excluding any additional fixings you put on her. The fact that she's a lance-using, flying dancer from Binding Blade is also so, so good for many reasons described below.

Flier and Lance User Perks, All Dressed and Wide

It would simply be enough just to have a free dancer unit, but Larum decided to come even more dressed and wide with the multiple exclusive perks that come with being both a lance user and flier. 

In short, Larum gets access to a ridiculous number of useful Lance inheritables (ranging from It's Curtains… to Allied Lance) as well as key flier exclusives such as Dive-Bomb and the Rein, Near Trace, and Flow skill lines. These options serve to ameliorate Larum's offensive presence and, more significantly, her supportive contributions (especially for Save Balls). 

Additionally, being a flier is one of the best movement types a dancer can ask for; Larum can seamlessly move over several types of terrain that are otherwise difficult to access for other movement types. This serves to give a great range of movement and dancing for Larum. She can improve furthermore on this with tools like her default Guidance (to help her teammates escape from terrain hurdles much quicker) or Tempest skills (to occasionally give her increased movement and thus an even higher action range).

Sweet Statline, For All Eternity

With a high base Speed of 40, Larum makes herself difficult to outrun in the follow-up department. 32 Atk is a bit low this day and age, but Larum's damage is easily buildable enough given the quality of modern inheritable skills, and her defensive presence doesn't fall so far behind that she's susceptible to single shots. Crudely speaking, she's ready for some bridezilla fisticuffing if you build her to be. 

Free Dancer from Binding Blade

Several types of content that limit your choosing of units to Binding Blade, like Limited and Resonant Battles, are notoriously difficult for many people. Basically, the previously single existing dancer in Binding Blade, the original Larum, is somewhat of a unicorn in FEH  there exist little summoning reruns dedicated to her, even on her own Tempest Trials.

It seems Intelligent Systems somehow picked up on that and not only made a stunning-looking and more gifted version of her, but also made her a free unit! At any rate, copies of her will be available at practically any time you need her through her Tempest Trials and the Heroic Grails shop.


Generally Okay Defenses + Bow Weakness

Being unable to tough out an extended assault is simply part of dancer fare at this point, and Larum makes little attempt to dress otherwise with balanced yet midstanding defenses of 38 HP (43 with refinery) / 26 Def / 31 Res. Running certain Rein and Trace skills does touch this up quite a bit, however. 

Larum's flier status also makes her extremely susceptible to single-shot bow strikes and some certain other romantic rivals for the Pharaein throne.

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
Bridal Sunflower

At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 and bonus to Atk/Def during combat = current bonus on unit's Atk/Def. Calculates each stat bonus independently.

Learns by default at 3 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Bridal Sunflower+

At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 and bonus to Atk/Def during combat = current bonus on unit's Atk/Def. Calculates each stat bonus independently.

Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
200 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Grants another action to target ally. (Cannot target an ally with Sing or Dance.)

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Atk Cantrip 1

If Sing or Dance is used, inflicts Atk-3 on nearest foes within 4 spaces of unit through their next actions.

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
Atk Cantrip 2

If Sing or Dance is used, inflicts Atk-5 on nearest foes within 4 spaces of unit through their next actions.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
Atk Cantrip 3

If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
Guidance 1

If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit.

Only inheritable by flier units.
Unlocks at 3 ★
Guidance 2

If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit.

Only inheritable by flier units.
Unlocks at 4 ★
Guidance 3

Infantry and armored allies within 2 spaces can move to a space adjacent to unit.

Only inheritable by flier units.
Unlocks at 5 ★

Other Info

Fire Emblem: The Binding Blade

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