- Default
- Attack
- Special
- Injured




Clarisse - Sniper in the Dark |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 6 | 7 | 5 | 4 |
Middle | 18 | 7 | 8 | 6 | 5 |
High | 19 | 8 | 9 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 28 | 31 | 22 | 17 |
Middle | 37 | 31 | 34 | 25 | 20 |
High | 41 | 34 | 37 | 29 | 23 |
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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This unit requires use of Trait Fruits to get access to IVs.
Skill Sets
Assassin's Expertise (Enemy Phase Sweeper)
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Sniper's Bow (+Eff) | A | Close Foil Alternate: Close Counter |
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Reposition | B | Vantage 3 |
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Noontime Alternate: Miracle |
C | Pulse Smoke 3 Alternate: Savage Blow 3 |
IVs | +ATK / -HP or -DEF or -RES | S | Fierce Stance 3 Alternate: Savage Blow 3 |
Weapon: Sniper’s Bow (+Eff)
Assist: Reposition / Flexible
Special: Noontime / Miracle
Passive A: Close Foil / Close Counter
Passive B: Vantage
Passive C: Pulse Smoke / Savage Blow
Sacred Seal: Fierce Stance / Savage Blow / Brazen Atk/Spd
- While Clarisse’s 31 Attack may make her seem ill-suited for Vantage sweeping, Sniper’s Bow allows her to be more efficient than she seems. Inflicting 7 damage and -7 Atk/Spd to the target and enemies within 2 spaces of the target can help her OHKO potential, consistency in performing follow-up attacks, and survivability.
- The choice between Noontime and Miracle is player-dependent. Noontime grants Clarisse self-sustainability and helps her stay at ≥ 50% HP to receive her +4 Atk/Spd from Sniper’s Bow. However, Miracle can be used in a pinch if she is at > 1 HP and fails to KO an enemy that would otherwise KO her.
- Close Foil/Counter + Vantage is a classic combination used with most ranged Enemy Phase nukes that are too frail to take several hits. Close Foil/Counter allows Clarisse to counterattack against melee enemies (Close Foil being preferred for its +5 Atk/Def despite its drawback of being unable to counterattack against Dragons, as Dragons are seldomly seen in Aether Raids defense), and Vantage grants Clarisse the opportunity to OHKO her enemies before they can deal damage to her.
- Pulse Smoke and Fierce Stance or Brazen Atk/Spd are also staples of ranged Enemy Phase sweeper sets, with the former preventing Clarisse from being nuked by Special activations before reaching Vantage range and the latter 2 options granting Clarisse higher damage output. However, these can be substituted for Savage Blow to potentially deal 21 damage to enemies within 2 spaces of her target, which helps her OHKO them on Enemy Phase.
- One key weakness of this set is the Healing Tower structure in Aether Raids defense, which heals all enemies within a 5x5 radius centered on the Healing Tower when Enemy Phase begins. This completely mitigates Clarisse’s chip damage from Sniper’s Bow and potentially Savage Blow, so it’s important to break the Healing Tower.
Sisterly Bond (Offensive)
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Sniper's Bow (+Eff) | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Form 3 |
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Reposition | B | Null Follow-Up 3 Alternate: Lull Spd/Def 3 |
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Moonbow | C | Time's Pulse 3 Alternate: Def Smoke 3 |
IVs | +ATK or +SPD / -HP or -DEF or -RES | S | Swift Sparrow 2 Alternate: Flashing Blade 3 |
Weapon: Sniper’s Bow (+Eff)
Assist: Reposition / Flexible
Special: Moonbow
Passive A: Swift Sparrow (2 or 3) / Atk/Spd Form / Atk/Spd Push 4
Passive B: Null Follow-Up / Lull Spd/Def / Mystic Boost
Passive C: Time’s Pulse / Def Smoke
Sacred Seal: Swift Sparrow / Flashing Blade
- Thanks to Sniper’s Bow, Clarisse can become a potent offensive force. The main focus of this set is taking advantage of its +4 Atk/Spd and counterattack-prevention, with the former having an HP condition of ≥ 50% and the latter only activating if Clarisse is within 2 spaces of her support partner. Its 7 damage and -7 Atk/Spd inflictions to the target and enemies within 2 spaces of the target can also come in handy for securing KOs, follow-up attacks, and survival.
- Skills that increase Clarisse’s Attack and Speed are greatly appreciated as even with +4 Atk/Spd from Sniper’s Bow, 35/38 is a bit shaky in terms of damage output and follow-up consistency. Swift Sparrow grants +4/6 Attack and +4/7 Speed if Clarisse initiates, which she will be doing for most of her combat to take advantage of her counterattack-prevention. Given that Clarisse already needs to be within 2 spaces of her support partner, Atk/Spd Form is a solid alternative, granting Atk/Spd +X to Clarisse in both Player Phase and Enemy Phase, with X = (2 * the number of allies within 2 spaces) + 1. Atk/Spd Push 4 grants Clarisse +7 Atk/Spd if her HP is ≥ 25%, but inflicts 5 recoil damage after combat if she attacked, which could eventually drop her out of Sniper’s Bow’s ≥ 50% HP condition for +4 Atk/Spd.
- Null Follow-Up is arguably Clarisse’s strongest B slot, allowing her to take full advantage of Speed-stacking without fear of her follow-up attack being prevented by enemy skills. Lull Spd/Def works wonders as well, inflicting -3 Spd/Def and neutralizing visible buffs on the enemy during combat. Mystic Boost preserves Clarisse’s HP to ensure that she meets Sniper’s Bow’s ≥ 50% HP and potentially Atk/Spd Push 4’s ≥ 25% HP (even after its recoil damage).
- The combination of Time’s Pulse or Flashing Blade and a 2-cooldown Special allows Clarisse to activate her Special on her follow-up attack. If using Time’s Pulse, she can use Swift Sparrow or Def Smoke in her S slot, while if using Flashing Blade, she can use Def Smoke in her C slot.
A Legion of Post-Combat Effects (Offense-Support Hybrid)
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Sniper's Bow (+Eff) | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Form 3 |
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Reposition | B | Poison Strike 3 |
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Moonbow | C | Savage Blow 3 Alternate: Def Smoke 3 |
IVs | +ATK or +SPD / -HP or -DEF or -RES | S | Savage Blow 3 |
Weapon: Sniper’s Bow (+Eff)
Assist: Reposition / Flexible
Special: Moonbow
Passive A: Swift Sparrow (2 or 3) / Atk/Spd Form / Atk/Spd Push 4
Passive B: Poison Strike
Passive C: Savage Blow / Def Smoke
Sacred Seal: Savage Blow
- Sniper’s Bow allows Clarisse to play a supportive role while still maintaining some offensive presence. In addition to granting +4 Atk/Spd if Clarisse’s HP is ≥ 50% and preventing counterattacks if she is within 2 spaces of her support partner, she also inflicts 7 damage and -7 Atk/Spd to the target and enemies within 2 spaces of the target. 7 damage and -7 Atk/Spd allow her allies to more consistently KO nearby enemies, as they could be ≤ 7 HP shy of KOing, ≤ 7 Attack shy of surviving a counterattack, and/or ≤ 7 Speed shy of performing a follow-up attack.
- As with her offensive set, Clarisse wants to increase her Attack and Speed as much as possible to deal more in-combat damage. Swift Sparrow and Atk/Spd Form work especially well, as the former increases her offenses on initiation and the latter increases her offenses by the number of allies within 2 spaces of her. Given that Clarisse’s conditional counterattack-prevention already requires her support partner to be within 2 spaces of her, Atk/Spd Form should be easier to work with than it would be on other offensive units.
- Poison Strike is chosen to deal a total of 17 damage to Clarisse’s target after combat (10 from Poison Strike and 7 from Sniper’s Bow). Savage Blow follows the same logic, allowing Clarisse to deal 14/21 damage to enemies within 2 spaces of the target after combat depending on whether 1 or 2 Savage Blow(s) is/are used; however, note that Savage Blow only activates if Clarisse initiated combat. Alternatively, Clarisse can inflict -7 to 3 stats to enemies within 2 spaces of the target by using Def Smoke or Res Smoke in her C slot.
Strengths
Sniper’s Bow
Update 4.6.0 breathed new life into Clarisse, giving her a personal weapon refine called Sniper’s Bow. If Clarisse’s HP is ≥ 50%, she gains +4 Atk/Spd during combat, and if she is within 2 spaces of her support partner, the enemy cannot counterattack. In addition, after combat, Clarisse inflicts 7 damage and -7 Atk/Spd to her target and enemies within 2 spaces if she attacked. With this, Clarisse can take on a multitude of roles, including general offense, support via chip damage and debuffs, and Vantage sweeping, as her chip damage activates on Enemy Phase (unlike Savage Blow).
Infantry advantages
As an Infantry unit, Clarisse rarely needs to worry about effective damage. More importantly, Clarisse also has access to skills such as Null Follow-Up and Lull Spd/Def to increase her offensive consistency and survivability.
Free-to-play advantages
Being a free-to-play unit comes with a couple advantages. Clarisse’s GHB is on a weekly rotation; even if players missed Clarisse’s GHB’s initial run, they have the opportunity to still obtain 2 3-star copies and 1 4-star copy of Clarisse every Thursday, making her a very accessible unit. Players can also trade in Heroic Grails to buy 4-star copies of Clarisse as opposed to having only a small chance to summon her with Orbs.
Weaknesses
Outclassed offensive statline
31 Attack and 34 Speed just isn’t enough to keep up with Gen 2 units, let alone Gen 3 and Gen 4. Without Attack and Speed support, Clarisse may find herself struggling to perform follow-up attacks and deal meaningful in-combat damage.
Awful bulk
37 HP, 25 Defense, and 20 Resistance sums to horrific 61 physical and 56 magical bulks. While this can be circumvented through Sniper’s Bow’s counterattack prevention and -7 Atk/Spd debuff, Clarisse will rarely be able to survive a hit from units that can nullify that effect. She’ll also struggle to perform well on Enemy Phase without Vantage.
Conditional counterattack-prevention
While Sniper’s Bow’s counterattack-prevention effect is great for circumventing Clarisse’s terrible bulk, whether or not Clarisse activates it is dependent on whether she is within 2 spaces of her support partner. This can be difficult at times, as not only is it difficult to lock Clarisse to a specific teammate, if her support partner is also offensive, they may find themselves separated in an attempt to pursue enemies far away from each other.
Free-to-play drawbacks
While being a free-to-play unit comes with advantages, it also comes with drawbacks. If players are already using their Heroic Grails for another free-to-play unit, they may find it hard to justify merging Clarisse, as they cannot summon her with Orbs.
Competition
Despite a solid refine, Clarisse still faces competition from Colorless Archers widely considered to be much stronger, including Legendary Alm, Winter Marth, and Legendary Leif.
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Sniper's Bow (+Eff) | A | Life and Death 4 |
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Shove | B | Lull Spd/Def 3 |
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Ruptured Sky | C | Savage Blow 3 |
S | Death Blow 3 |
Good evening, this is the build that I devised when seeing your new weapon, sincerely it is very good, I recommend making S Support with any unit that may have Infantry rush 3 in C and Drive Atk 3 in S.
With that you could have a very strong offensive, especially since (most) of enemies cannot counterattack.
her Stats bein +10 +10DF is:
44/59/48/26/21
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Clarisse’s Bow+ (+Atk) | A | Darting Blow 3 |
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Rally Spd/Res | B | Poison Strike 3 |
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Growing Light | C | Savage Blow 3 |
S | Savage Blow 3 |
"The huntress sets her trap and lays in wait for the unsuspecting prey. But the best snipers always draw twice, for when the first mark is met more are sure to come."
This build aims to make Clarisse a solid member of any team as a debuffing reliable damage dealer. Poison Strike 3 and the double Savage Blow 3 let Clarisse do a guaranteed 10 dmg to her target and 14 dmg to any nearby enemies after every initiation while Clarisse's Bow+ reduces their atk/spd. A (+atk) refinement is the best option as it directly increases the damage dealt by Growing Light and Darting Blow 3 bumps her spd up to 40, allowing her to reliably double most enemies. The assist skill is entirely up to personal preference, though I recommend a rally skill.
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Clarisse’s Bow+ (+Def) | A | Close Counter |
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Reposition | B | Windsweep 3 |
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Bonfire | C | Def Smoke 3 |
S | Defense +3 |
No merges, as I never bothered to merge her.
This Clarisse was a Pseudo Sothe before Sothe existed. Same premise, same idea, different character. Upside is that she has much higher def at the beginning of the fight.
With her partner, Jeorge, who runs what I believe to be a rally for her def and res with a spd and atk spur, she gets +3 to her defenses and +4 to her atk and spd, along with +2 from their ally support. You get +7 from def smoke (counting the def lost by the enemy as a attack boost), same for the atk and spd smoke 2 (+5 def and res/+5spd) effect from her weapon. It all equates to about:
+13/+11/+10/+10
ATK/SPD/DEF/RES
Not bad, takes a fair bit of setup, but she's not bad at all.
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Cocobow+ (+Spd) | A | Swift Sparrow 2 |
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Draw Back | B | Desperation 3 |
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Aether | C | Odd Atk Wave 3 |
S | Speed +3 |
Player Phase Clarisse build
You maybe is asking yourself "Why this stupid guy use her instead a OP bow unit?"
With a bit of love she can be as dangerous than those op archers. Just will cost a leg, a arm, and maybe a soul, but i'm fine with this.
Cocobow+Swift Sparrow combo is very strong, adding Odd Atk Wave will make you first blow hit harder. Basically her stats jumps to 56 ATK & 52 SPD, and if you put her aside a allie supp her stats increases to 58 ATK & 54 SPD when initiating.
Pretty good isn't?
Actually these stats are with a +2 Clarisse.
In my team comp i'm using 2 infantry pulse+QP Seal to make a 2 charges Aether. Using this second set will down your SPD to "only" 49 when initiating, but is enough for me.
There other option that i haven't tested yet, with Dull Close and Dull Ranged, but i need get this units at first. >.<
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Clarisse’s Bow+ (+Spd) | A | Swift Sparrow 2 |
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Ardent Sacrifice | B | Desperation 3 |
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Luna | C | Threaten Def 3 |
S | Speed +3 |
W: ALT: Brave Bow+
Assist: Alt: Reposition
Sp: ALT: Moonbow
A: ALT: Life and Death 3
B: ALT: Watersweep 3 | Poison Strike 3
C: ALT: Savage Blow 3
Seal: ALT: Savage Blow 3
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Bow users.
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200 | 2 | 7 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Bow users.
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300 | 2 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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60 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | B |
![]() Inheritable by all units.
Unlocks at 3 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: New Mystery of the Emblem
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Banners Featured In
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