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Bridal Lilina

Analysis by StanTheWoz
Bridal Lilina - Beaming Bride

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 39
ATK 44
SPD 22
DEF 16
RES 42

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 4 2 11
Middle 17 9 5 3 12
High 18 10 6 4 13

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 41 19 12 39
Middle 39 44 22 16 42
High 42 47 25 19 46

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

Blue Legendary Lilina 2: For Real This Time (Player Phase Offense)

Build by StanTheWoz
Recommended
True-Love Roses A Still Water 4
Positional Assist B A/R Far Trace 3
Alternate: Lull Atk/Res 3
Gifted Magic C Joint Drive Atk
Alternate: Pulse Smoke 3
IVs

+Atk / -Def

SLife and Death 3
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: True-Love Roses

Assist: Positional Assist / Flexible

Special: Gifted Magic

IVs: +Atk / -Def

Passive A: Still Water 4

Passive B: A/R Far Trace 3 / Lull Atk/Res 3

Passive C: Joint Drive Atk / Pulse Smoke / Flexible

Sacred Seal: Life and Death / Fury 3 / Hardy Bearing / Flexible

  • Lilina is well equipped to obliterate opponents with Gifted Magic. Since it deals damage out-of-combat based on Lilina’s Atk, skills that boost her visible Atk are preferred, as well as an Atk boon. 
  • Still Water 4 is the best A skill, providing a boost of 7 Atk and Res at the cost of 5 Def, which barely has any impact on Lilina as her Def is already terrible. The Atk boost is an obvious boost in damage, and the Res boost increases her bonus damage from True-Love Roses slightly. 
  • The B skill is flexible, with A/R Far Trace providing a small debuff to her foe’s Atk and Res as well as Canto, while Lull Atk/Res provides that same debuff while also canceling out any buffs her foe has to Atk or Res. 
  • The C skill is also flexible. Joint Drive Atk provides a boost of 4 Atk if Lilina is within 2 spaces of an ally, as well as boosting the Atk of all allies within 2 spaces by 4 in combat. Something else like Pulse Smoke or Savage Blow can also provide useful effects depending on the mode and context Lilina is used in. 
  • The seal is flexible. Life and Death provides the largest boost to visible Atk from a seal, boosting Lilina’s Atk by 5, which generally increases Gifted Magic’s damage by 4 for a total damage increase of about 9. Fury boosts both her Atk and Res by 3, but an increase of 3 Res is not likely to increase the bonus damage from True-Love Roses by even 1 point, so Life and Death is generally the superior option unless Lilina needs the Res for some other reason. Hardy Bearing is also a solid choice; because Gifted Magic hits before combat, foes using a skill such as Vantage may be knocked into its range and be able to counterattack Lilina before she can attack to confirm the KO. Hardy Bearing prevents this. 

Life and Depth (Aether Raids Defense and more)

Build by StanTheWoz
Recommended
True-Love Roses A Still Water 4
Assistless
Alternate: Positional Assist
B Lull Atk/Res 3
Iceberg C Fatal Smoke 3
Alternate: Savage Blow 3
IVs

+Atk / -Def

SQuickened Pulse
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: True-Love Roses

Assist: Positional Assist / No Assist

Special: Iceberg

IVs: +Atk / -Def

Passive A: Still Water 4

Passive B: Lull Atk/Res 3

Passive C: Fatal Smoke / Savage Blow / Flexible

Sacred Seal: Quickened Pulse

  • Very similar to the above build, but with different skills including Iceberg for contexts in which Area-of-Effect Specials are not desirable. One example of this is Aether Raids defense; due to skills like A/R Far Save, it is possible for an offense player to bait Lilina with one unit, activate Gifted Magic before combat to hit that unit and completely miss the Far Save unit two spaces away. Then, the Far Save unit swaps in after the Special goes off and starts combat at full health. Using a Special like Iceberg prevents this while still packing a punch. 
  • Lilina needs to use the Quickened Pulse seal or another Pulse effect from another unit to fully charge a 3-cooldown Special like Iceberg on turn 1. If she is supported by another unit using a skill like Grandscratcher+ or Ostia’s Pulse, she can opt for a different seal like Life and Death or Hardy Bearing
  • Lull Atk/Res is generally the best B skill for Aether Raids defense, as Canto is not very useful and the buff nullification effect can be quite valuable. 

Strengths

True-Love Roses

Lilina’s new weapon, True-Love Roses, has multiple great effects. It reduces Special cooldown by 1, provides the Quickened Pulse effect of charging her Special by 1 at the start of turn 1, boosts Atk and Res during combat, and deals extra damage equal to 10% of her Res, which will be about 4 or 5 extra damage in most cases. 

Gifted Magic

Lilina shares the Special Gifted Magic with her Legendary version, and uses it well. She can charge it immediately at the start of turn 1 with True-Love Roses and activate it before her first combat for extra damage. As long as her Special charge isn’t slowed in-combat by an effect like Mirror Stance 3, Lilina will gain the 1 charge needed to activate it again when she attacks during combat, and have it ready for her next combat. 

Great Atk and Res, Decent HP

Lilina’s base 44 Atk allows her to deal high damage when attacking, and her base 42 Res allows her to take little damage from magical hits, and gain a bit of extra bonus damage from True-Love Roses. Her base 39 HP is decent, and contributes to her ability to take a magical hit. 

Tome Cavalry

Lilina’s status as a tome-wielding cavalry gives her top-notch range and movement, and allows her to use great skills like Lull Atk/Res and A/R Far Trace

Weaknesses

Low Spd, Terrible Def

Lilina’s base 22 Spd is very low and her base 16 Def is terrible. She has trouble gaining a follow-up attack against most foes and takes very high damage from almost any attack that targets Def. However, due to Gifted Magic dealing extra damage before combat, this is less of an issue than it would be for most units. 

Far Save

Units with skills such as A/R Far Save can be an issue for Lilina; Specials like Gifted Magic that activate before combat activate before Save movement does. So it is entirely possible for her to attack a unit, activate Gifted Magic to hit them, but completely miss the Far Save unit two tiles away. This allows them to cut Lilina’s total damage dealt by about 30-50%, making her much easier to tank and KO. Because of this, it may be better in some cases to use in-combat damage Specials like Iceberg

Foes with high Res or Damage Reduction

Enemy units with very high Res stats will take little damage from Lilina’s attacks. Enemies using skills like Close Call can also cut her damage significantly, allowing them to survive and KO her with a counterattack. Those with both, such as high Res dragons using Dragon Wall, can be very difficult for her to beat. 

False Start, Pulse Tie

If Lilina is targeted by an effect that triggers False Start before the start of turn 1, her Gifted Magic will not charge itself, heavily reducing her damage. At the time of writing, this is generally only relevant if she is being used on an Aether Raids Anima defense against an offense player using Elimine. After Gifted Magic is charged, she may also be hit by enemy effects such as Odd Pulse Tie or Even Pulse Tie that can increase its charge count to prevent her from activating it before her next combat. 

Competition

While Lilina’s effects make her a relatively unique unit, she does compete with many other powerful units, including other similar tome cavalry like Hapi and Legendary Lilina that have strengths she does not (Beast and Dragon effectiveness for Hapi, Hardy Bearing for Legendary Lilina). 

Weapon Skills

Weapons SP Rng. Mt.
Light
Learns by default at 1 ★
Unlocks at 1 ★
Blue Tome Users Only
50 2 4
Ellight
Learns by default at 2 ★
Unlocks at 2 ★
Blue Tome Users Only
100 2 6
Shine
Learns by default at 4 ★
Unlocks at 3 ★
Blue Tome Users Only
200 2 9
True-Love Roses

Accelerates Special trigger (cooldown count-1). At start of turn 1, grants Special cooldown count-1 to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and deals damage = 10% of unit's Res.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Flame

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Flame

Before combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (unit's ATK minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4
Gifted Magic

Before combat this unit initiates, foes in an area near target take damage equal to 0.8 × (unit's Atk minus foe's Def or Res).

Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Still Water 1

Grants Atk/Res+3. Inflicts Def-3.

Inheritable by all units.
Unlocks at 2 ★
50
A
Still Water 2

Grants Atk/Res+4. Inflicts Def-4.

Inheritable by all units.
Unlocks at 3 ★
100
A
Still Water 3

Grants Atk/Res+5. Inflicts Def-5.

Inheritable by all units.
Unlocks at 4 ★
200
A
Still Water 4

Grants Atk/Res+7. Inflicts Def-5.

Inheritable by all units.
Unlocks at 5 ★
300
A
A/R Far Trace 1

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-1 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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 unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 1 ★
60
B
A/R Far Trace 2

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-2 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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 unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 2 ★
120
B
A/R Far Trace 3

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-3 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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 unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 4 ★
240
B
Distant Guard 1

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."

Inheritable by all units.
Unlocks at 2 ★
60
C
Distant Guard 2

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."

Inheritable by all units.
Unlocks at 3 ★
120
C
Distant Guard 3

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."

Inheritable by all units.
Unlocks at 4 ★
240
C
Joint Dist. Guard

Grants Def/Res+4 to allies within 2 spaces during combat against bow, dagger, magic, or staff foes. If unit is within 2 spaces of an ally and foe uses bow, dagger, magic, or staff, grants Def/Res+4 to unit during combat.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Binding Blade

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