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Analysis by Chibi_Chu
Constance - Fallen Noble

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 39
ATK 42
SPD 40
DEF 17
RES 29

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 39 37 13 26
Middle 39 42 40 17 29
High 42 46 44 20 32

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

Rebuilding a Lost Legacy (General Offense / Aether Raids)

Build by Chibi_Chu
Recommended
Agnea's Arrow A Atk/Spd Push 4
Alternate: AR-D Atk/Spd (3 or 4)
Positional Assist
Alternate: Rally Assist
B Windsweep 3
Alternate: Watersweep 3
Moonbow
Alternate: Ruptured Sky
C Spd/Res Rein 3
Alternate: Ground Orders 3
IVs

+Atk or +Spd / -HP or -Def or -Res

SAtk/Spd Solo 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Agnea’s Arrow 

Assist: Positional Assist / Rally Assist

Special: Moonbow / Ruptured Sky 

Passive A: Atk/Spd Push 4 / AR-D Atk/Spd (3 or 4) 

Passive B: Windsweep / Watersweep / S/R Far Trace / A/S Far Trace

Passive C: Spd/Res Rein / Ground Orders 

Sacred Seal: Atk/Spd Solo / Heavy Blade / Blade Session 

  • Constance is a dangerous Player Phase threat thanks to her 42/40 offenses and Agnea’s Arrow, which has the following effects:
    • Grants a flat +3 Speed to Constance, effectively increasing it to 43.
    • If Constance initiates combat or is within 2 spaces of an ally:
      • Grants +6 Atk/Spd during combat.
      • Neutralizes effects that prevent Constance’s follow-up attack.
      • Neutralizes the enemy’s visible Spd/Res buffs on odd-numbered turns.
      • Neutralizes Constance’s visible Atk/Spd debuffs on even-numbered turns.
  • If used on Aether Raids Defense, Constance can extend her range (and potentially her allies’ ranges as well) by Rallying from a space that is closer to the enemy than her original space. If not, positional Assists like Draw Back and Reposition work well as usual.
  • Low-cooldown Specials such as Moonbow and Ruptured Sky work best given that Agnea’s Arrow does not help Constance activate her Specials at a faster and/or more frequent rate. While Moonbow is generally more consistent, Ruptured Sky hits Dragons and Beasts much harder, so which one is used is mostly up to player preferences/needs.
  • A Slots that boost Constance’s offenses are highly desirable, conveniently making her Atk/Spd Push 4 one of the best options, as it grants +7 Atk/Spd to Constance if her HP is ≥ 25% in exchange for 5 recoil damage after combat. If using Constance in Aether Raids Defense, AR-D Atk/Spd can grant Constance up to +10/11 Atk/Spd during combat depending on the number of defensive structures that have not been destroyed, making it an A Slot with a much higher ceiling, but also much lower floor than Atk/Spd Push 4.
  • Because Constance’s physical bulk is terrible, avoiding counterattacks from physical enemies is desirable, making Windsweep a fantastic B slot option. If Constance’s Speed is greater than an enemy’s Speed and the enemy uses a physical weapon, they will not be able to counterattack. While this is normally balanced by Windsweep’s preventing its user from performing a follow-up attack, Agnea’s Arrow neutralizes effects that prevent Constance’s follow-up attack, allowing Constance to freely attack twice while avoiding any counterattack. Alternatively, Watersweep can be used to prevent magical enemies from counterattacking rather than physical enemies.
    • If using Atk/Spd Push 4, Windsweep and Watersweep are especially valuable given that Constance wants to stay at ≥ 25% HP for as long as possible to gain +7 Atk/Spd during combat.
    • Constance’s native A/S Far Trace or S/R Far Trace can be used for mobility and the -3 Atk/Spd or Spd/Res in-combat debuffs respectively, although this will force her to be much more cautious when initiating, as she oftentimes falls to multiple counterattacks, or sometimes even just one.
  • Spd/Res Rein inflicts -4 Spd/Res on enemies within 2 spaces during combat, making it a strong choice to further improve Constance’s combat consistency and performance. For Aether Raids Defense, Ground Orders is another great option, granting non-Flier allies that are adjacent to Constance at the beginning of the turn a status that allows them to teleport to a space adjacent to any ally within 2 spaces. This can help extend ranges beyond what they may appear to be and can easily cause chaos if refreshers are added into the mix.
  • Atk/Spd Solo and Blade Session are straightforward, offense-increasing Sacred Seals, with the former granting +6 Atk/Spd during combat if Constance is not adjacent to an ally and the latter granting 3 + X Atk/Spd during combat, with X = the number of allies that have already moved multiplied by 3. If wanting to activate 2-cooldown Specials on her follow-up attack, Heavy Blade can be used instead, granting an additional +1 Special charge to Constance for every attack she performs if her Attack is greater than the enemy’s.

Strengths

Sky-high offenses

A noble of the renowned House Nuvelle must reach the expectations of her future denizens, so Constance boasts an incredible 42 Attack and fantastic 40 Speed. With high raw damage and follow-up consistency, Constance is a potent offensive force.

Workable magical bulk

While not great, 39 HP and 29 Resistance sum to 67 magical bulk, which can typically suffice for surviving one magical attack.

Agnea’s Arrow

Constance loathes the blistering sunlight, so she naturally could not let her summer professor’s Sun’s Percussors outmatch her without a fight. Her personal weapon, Agnea’s Arrow, has the following effects:

  • Grants +3 Speed, boosting Constance’s base Speed to 43.
  • If Constance initiates combat or is within 2 spaces of an ally:
    • Grants +6 Atk/Spd during combat.
    • Neutralizes effects that prevent Constance’s follow-up attack.
    • Neutralizes the enemy’s visible Spd/Res buffs on odd-numbered turns.
    • Neutralizes Constance’s visible Atk/Spd debuffs on even-numbered turns.

Agnea’s Arrow is a significant help to Constance’s offensive capabilities, as it bolsters her offenses via a flat Speed increase, +6 Atk/Spd, and neutralization of the enemy’s visible Spd/Res buffs or neutralization of Constance’s visible Atk/Spd debuffs. Most importantly, neutralizing effects that prevent Constance’s follow-up attack (partial Null Follow-Up) is key given the numerous weapon and Skill effects that prevent follow-up attacks. Windsweep and Watersweep are B slots that prevent Constance from performing a follow-up attack in exchange for preventing physical or magical enemies respectively from counterattacking; because of Agnea’s Arrow, however, Constance can still perform a follow-up attack, effectively allowing her to land 2 attacks for free.

With Constance being strikingly similar to Summer Byleth (F), it is natural to compare their weapons. While Constance loses in that she trades -1 Special cooldown for +3 Speed and does not neutralize effects that guarantee the enemy’s follow-up attack, she wins in that her conditions are easier (initiate or within 2 spaces of an ally vs. foe’s HP = 100% or visible Speed > enemy’s visible Speed), she gets an additional +1 Atk/Spd, she neutralizes the enemy’s visible Spd/Res buffs on odd-numbered turns, and she neutralizes her visible Atk/Spd debuffs on even-numbered turns. Which one is better is largely circumstantial, but regardless, both are very strong and make their respective wielders powerful meta units.

Flier advantages

Access to mobility-centric Skills such as Aerobatics, Ground Orders, and Guidance boost Constance and her allies’ flexibility and range. Meanwhile, access to the Far Trace family of Skills (such as her native A/S Far Trace or S/R Far Trace) increases her combat capabilities and allows her to move using her remaining movement after her first initiation of each turn. Finally, Rein Skills (particularly her native Spd/Res Rein) inflict in-combat debuffs on enemies within 2 spaces, which can be both helpful to both Constance herself and her allies.

Weaknesses

Abysmal physical bulk

With only 39 HP and 17 Defense, Constance is prone to being OHKO’d by enemies that target her Defense regardless of their color. As such, she should be kept away from these enemies on Enemy Phase and use Windsweep (or Watersweep against Dragons) to prevent them from counterattacking on Player Phase.

Ranged Flier moment

Not even the elegant and righteous Constance can avoid the woes of being a ranged Flier. While lacking B slot options is not as impactful because Agnea’s Arrow naturally leans her towards using Windsweep or Watersweep anyway, being limited to those and Far Trace Skills is quite suffocating nonetheless. Additionally, taking effective damage from Flier-effective weapons will all but ensure that Constance will fall and not get up this time.

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 2 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Bolganone
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Agnea's Arrow

Grants Spd+3.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) on odd-numbered turns, and neutralizes unit's penalties to Atk/Spd on even-numbered turns.

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

Support Skills

Support Skills Rng. SP
Harsh Command

Converts penalties on target into bonuses.

Learns by default at 4 ★
1 150
Harsh Command+

Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.

1 400

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Push 2

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Push 3

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Push 4

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

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

Enables【Canto (Rem.)】.  Inflicts Atk/Spd-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 3 ★
60
B
A/S Far Trace 2

Enables【Canto (Rem.)】.  Inflicts Atk/Spd-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 4 ★
120
B
A/S Far Trace 3

Enables【Canto (Rem.)】.  Inflicts Atk/Spd-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 5 ★
240
B
Spd/Res Rein 1

Inflicts Spd/Res-2 on foes within 2 spaces during combat.

Only inheritable by flier units.
Unlocks at 1 ★
60
C
Spd/Res Rein 2

Inflicts Spd/Res-3 on foes within 2 spaces during combat.

Only inheritable by flier units.
Unlocks at 2 ★
120
C
Spd/Res Rein 3

Inflicts Spd/Res-4 on foes within 2 spaces during combat.

Only inheritable by flier units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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