Analysis by MackerelPye
Duo Palla - Sisterly Trio


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 39
SPD 31
DEF 33
RES 24

Stat Variations

Level 1 Stat Variation
Low 17 8 8 6 6
Middle 18 9 9 7 7
High 19 10 10 8 8

Level 40 Stat Variations
Low 36 36 27 30 21
Middle 40 39 31 33 24
High 43 43 34 36 27

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.

Any Asset/Flaw combination that does not affect the Whitewings' Attack negatively will suffice, as that is their most important stat.

Skill Sets

The RGB Tyke Bomb (Flier Team Nuke)

Build by MackerelPye
Whitedown Spear A Mirror Impact
Alternate: Heavy Blade 4
Reposition B Desperation 3
Alternate: Hit and Run
Alternate: Dragon Fang
C Goad Fliers
Alternate: Flier Guidance 3

+ATK / -Any Other Stat

SHeavy Blade 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Whitedown Spear

Assist: Reposition / Draw Back

Special: Glimmer / Dragon Fang

Passive A: Mirror Impact / Heavy Blade (3 or 4) / Sturdy Impact

Passive B: Desperation / Hit and Run / Flier Formation / Chill Atk/Spd 2

Passive C: Goad Fliers / Flier Guidance / Other Flier-centric skills

Sacred Seal: Heavy Blade / Death Blow / Chill Def

  • The Whitewing Sisters' base kit basically reinforces the player phase-exclusivity of their unique weapon, Whitedown Spear, as is. Unless you make it otherwise, this build is pretty much accessible to all who summon Palla.
    • A quick rundown on Whitedown Spear for those unfamiliar: in addition to a nice Attack boost of +3, it rewards close flier-heavy formations by granting a follow-up attack, Brave effect, and imposes Atk/Def -4 when initiating.
    • If you fulfill the lance's relatively achievable conditions (getting two fliers near the sisters and using a team comprised of mostly fliers), you can expect Palla to pretty much wipe out anything they touch, save for the most resilient green units, in a single initiation.  
  • A weapon already so focused on single round elimination demands any heavy Attack or Special acceleration augments you can offer.
    • Fortunately in the A-slot, the sisters already come with a very effective form of this by default: Mirror Impact, which strengthens initiating attacks, temporarily fixes the sisters' average Resistance against foes that target said stat, and prevents the foe's follow-up attacks (assuming the foe even lives to get a second attack in). Sturdy Impact is an option if you value physical survivability more, but it's a very extraneous, expensive upgrade compared to what Mirror Impact already offers you. Heavy Blade 4 has a slightly more argument for use, as Palla will commonly trump more than enough Attack comparisons for its Special acceleration effect to activate, in addition to saving up Sacred Seal usage.
    • In the Sacred Seal, Death Blow (or any other Attack-increasing Seal that works in player phase) will be the preferred option for direct damage increases. Heavy Blade works just as beautifully; it increases the rate at which Specials can fire, and it will activate more often than not thanks to the sisters' high Attack and Whitedown Spear's lowering the opponent's Attack. Finally, Chill Def provides both passive team support and damage amplification and can be combined with Chill Atk/Spd for total offense/support hybrid build.
  • The B slot is key in this build's playstyle during or after attacking, and there's a number of flexible options to choose from.
    • For uninterrupted quad attacks below 75% HP, Desperation is the sisters' go-to, enabling them to wipe out just about anything that survives their first two onslaughts (within reason).
    • Those who put more stock in the sisters' first brave hit may opt to use Hit and Run, giving the sisters better escapeability from crowded enemy territory.
    • Considering the sisters must be paired with other fliers to reach their full potential, Flier Formation can be used to increase their movement options with these allies. Keep in mind that using their Duo Skill will offer effectively similar functionality, with the benefit of refreshing every other turn, too.
    • Chill Atk/Spd is default skill and can be kept for team support and enabling Heavy Blade.

Sisters, Sisters, and More Sisters! (Aether Raids Offense / Galeforce)

Build by MackerelPye
Whitedown Spear
Alternate: It's Curtains...+ (+Atk)
A Mirror Impact
Alternate: Heavy Blade 4
Reposition B Wings of Mercy 3
Alternate: Hit and Run
Galeforce C Goad Fliers
Alternate: Atk Smoke 3

+ATK or +SPD 

SHeavy Blade 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Whitedown Spear / It's Curtains! (+Atk/+Spd)

Assist: Reposition / Smite

Special: Galeforce

Passive A: Mirror Impact / Heavy Blade (3 or 4)

Passive B: Wings of Mercy / Hit and Run / Escape Route

Passive C: Goad Fliers / Atk Smoke

Sacred Seal: Heavy Blade / Quickened Pulse / Death Blow

  • This build resembles the first pretty heavily, but the main distinction is leaning towards Galeforce activation. Such a strategy works especially well in Aether Raids Offense, where the sisters and their teammates can eliminate a number of enemies in bunched formations. In particular, they can benefit from a variety of pre-setup factors in this environment, including but not limited to:
    • The current Offense Mythic Heroes being fliers themselves. The presence of Naga, Eir, Peony, and Altina are required anyways to boost the amount of Lift you acquire, and these heroes being present helps fulfill Whitedown Spear's flier-oriented conditions. Additionally, they also benefit from the sisters' Duo Skill, meaning they can also have their movement expanded and keep up with fellow allies more often.
    • Peony, in particular, is extremely helpful due to her refreshing capabilities and helping the sisters activate Galeforce in otherwise comprisable situations.
    • Wolfpup Fang's (Velouria's weapon) cooldown-cutting effect, which helps the Whitewings activate Galeforce with more flexibility in a single round.
    • Bolt Tower and Bolt Trap helping Palla achieve a low-enough amount of HP to enable teleportation skills (on herself or her allies) such as Escape Route or Wings of Mercy.
  • Due to Galeforce's large, inconvenient cooldown value of 5, you are encouraged to take some steps in precharging it. To clarify, it may be difficult to activate it in a single round as Palla's high Attack and the one-shot nature of Whitedown Spear may work against this strategy.
    • You may choose to initiate on counterattacking enemies without Whitedown Spear's Brave effect; a Heavy Blade-strengthened strike, the enemy counterattack, and the follow-up attack offered by Whitedown Spear will usually be enough to fully charge Galeforce. However, this depends on the sisters being choosey with who they first initiate on; Peony can help fill in with possible shortcomings.
    • Running It's Curtains! along with Velouria and her cooldown-cutting weapon, Wolfpup Fang, allows the sisters to more safely activate Galeforce in a single strike, especially after weakening from Bolt Tower.
    • Quickened Pulse and Heavy Blade (in the A slot skill) also allows for a more stable activation; as long as the sisters can get two strikes in on one lower-attack target, Galeforce can proc regardless of enemy counterattack.
  • As mentioned before, the presence of Bolt Tower, Bolt Traps, Upheaval, and natural fighting makes skills such as Wings of Mercy and Escape Route plausible. If you are running other flying refresher units (such as Ishtar, Peony, or New Years Azura), however, it is worth considering Hit and Run; it allows your dancers have better reach of Palla while improving the sisters' own escapability.


Strong, Self-Refreshing Duo Skill

The Whitewings are the first of their kind to receive a Duo Skill that self-refreshes (at the start of odd turns). Unlike the others, they are not limited to using the skill once in a single battle, nor are they reliant on Duo's Indulgence to use it yet again in Aether Raids.

Even better, the Duo Skill effect itself is very strong; the sisters can give themselves and other flying allies an additional movement space, thus expanding their dominance at a larger range in key moments.

Incredible Weapon

The Whitedown Spear is also a source of much of the sisters' sheer, impressive player phase strength. It grants a number of near-overbearing benefits simply by using them with at least two other flier allies—at which point you can simply run a very effective flier team. In short, the Spear weakens anything that the sisters choose the initiate on, grants the sisters an automatic follow-up attack, and—if their flier allies happen to be nearby (which is a common formation on flier teams anyway)—can attack twice per strike (resulting in quad hits!).

Dominant Attack

Whitedown Spear would not be nearly as threatening without a strong Attack stat accompanying it, but the Whitewings provides that in spades and more through their base 39 Attack (which conveniently also has a superasset!).

Flier Perks

As fliers, the Whitewings can traverse over a number of obstacles such as forests and lakes, allowing for great movement and attacking options. Furthermore, since both their Duo skill and weapon reward the use of multiple flier allies, these same allies can provide and benefit from skills exclusive to their movement class, especially Hone Fliers, Goad Fliers, and Flier Guidance.


Tunnel Vision / Deployment Limitations

Much like their 3-4 star versions, this version of the Whitewings is exceptional at initiating combat, but honestly little else. Their stats outside of Attack are considered basic, and considering Whitedown Spear's benefits working only in one phase, there's little reason to deviate from their role as a nuke. Their enemy phase ends up being pretty mediocre as a result, with decent defenses being downplayed by a mediocre base Speed. Additionally, Whitedown Spear's benefits activate only in flier-heavy teams, which may either be no big deal to some while being a heavy deployment issue to others.

Flier Weaknesses

As a flier, Palla and her sisters have limited skill access compared to other movement types—they cannot access slots that would otherwise be deadly and obvious on them, such as Special Spiral or Lull skills. They are also vulnerable to bonus damage from bows—a fact that is further compounded by them needing other flier allies to be functional.

Duo Skill

Unit and adjacent flying allies can move 1 extra space.
(Unit can move 1 extra space even if adjacent ally is not flying alliy. That turn only. Does not stack.)

At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

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
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Whitedown Spear

Grants Atk +3.

If the number of flying units on team >= 3 and unit initiates combat, inflicts Atk/Def -4 on foe during combat and unit makes a guaranteed follow-up attack.

If the number of flying allies within 2 spaces >= 2 and unit initiates combat, unit attacks twice.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Target ally moves to opposite side of unit.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Warding Blow 1

Grants Res+2 during combat if unit initiates the attack.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
Mirror Strike 1

If unit initiates combat, grants Atk/Res+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
Mirror Strike 2

If unit initiates combat, grants Atk/Res+4 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
Mirror Impact

If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack.

Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★
Chill Atk 1

At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.

Inheritable by all units.
Unlocks at 3 ★
Chill Atk/Spd 1

At start of turn, inflicts Atk/Spd -3 on foe on the enemy team with the highest Atk+Spd total through its next action.

Inheritable by all units.
Unlocks at 4 ★
Chill Atk/Spd 2

At start of turn, inflicts Atk/Spd -5 on foe on the enemy team with the highest Atk+Spd total through its next action.

Inheritable by all units.
Unlocks at 5 ★
Spur Atk 1

Grants Atk+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 1 ★
Spur Atk 2

Grants Atk+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
Goad Fliers

Grants flying allies within 2 spaces Spd/Atk+4 during combat.

  • Requires Spur Atk 2 or Spur Spd 2.
Only inheritable by flier units.
Unlocks at 4 ★

Other Info

Fire Emblem: Mystery of the Emblem
Fire Emblem: Shadow Dragon

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