- Default
- Attack
- Special
- Injured




Eleonora - Shooting Starlet |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 6 | 7 | 7 | 6 |
Middle | 18 | 7 | 8 | 8 | 7 |
High | 19 | 8 | 9 | 9 | 8 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 39 | 34 | 35 | 22 | 21 |
Middle | 42 | 37 | 38 | 25 | 24 |
High | 45 | 41 | 42 | 28 | 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. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Assets
- +SPD: Eleonora's unique weapon encourages her to dominate as many Speed comparisons as possible, which makes a Speed Asset the best she can have. In addition to fulfilling the null counterattack effect of Mirage Longbow, more Speed obviously means better chances at follow-up attacks and avoiding those made by exceptionally speedy enemies.
- +ATK: Usually the second-best choice behind Speed, Attack improves Eleonora's damage output across all builds, especially those running AOE Specials. Like Speed, it also fortunately benefits from having a superasset value.
Flaws
- -DEF/-RES: Eleonora's Defense and Resistance stats are both 100% safe to take as Flaws as they both do little to impact her offensive role overall. Mirage Longbow's null counterattack effect even lowers the consideration of preserving magical or physical bulk.
- HP: For overall zero-merge performance, HP is usually recommended as a Flaw. There are drawbacks of doing this compared to Defense or Resistance, however: HP impacts both magical and physical bulk, and if Eleonora runs her base Atk/Spd Push 4, it pushes her to the skill's minimum working range of ≥25% HP trivially quicker.
Skill Sets
Dandelion in Love (General Purpose Offense)
![]() |
Mirage Longbow | A | Atk/Spd Push 4 Alternate: Swift Sparrow 3 |
---|---|---|---|
![]() |
Draw Back Alternate: Rally Atk/Spd+ |
B | Lull Spd/Def 3 Alternate: Spd/Def Ruse 3 |
![]() |
Luna Alternate: Moonbow |
C | Spd Smoke 3 Alternate: Def Smoke 3 |
IVs | S | Swift Sparrow 2 Alternate: Flashing Blade 3 |
Preferred IVs: +SPD or +ATK / -HP or -DEF or -RES
- For more frequent follow-ups and, more importantly, activating the counterattack disruption effect of Mirage Longbow, Speed will be this build's best Asset.
- Attack is not bad to fall back on should Speed not be available.
- A defensive stat of choice should be taken as a Flaw at zero merges.
Weapon: Mirage Longbow
- Mirage Longbow effectively puts Eleonora at the top of the food chain as far as Firesweep Bow users are concerned.
- Compared to the normal Firesweep Bow, it has a superior Might of 14 and built-in additional 3 Speed.
- Eleonora is required to win Speed comparisons against her opponents to activate its "sweep" effect. However, considering Eleonora's resulting stat after +3 Speed and her A-slot skill on top of her naturally fantastic Speed, this is almost a mere formality.
- As the previously mentioned counterattack disruption effect is player phase-only, Eleonora has the option of counterattacking the opponent herself if she must.
Assist: Draw Back / Rally Atk/Spd+/ Reposition / Flexible
- For general purpose gameplay, Draw Back and Reposition generally are beneficial for Eleonora's teammates as it typically rescues them from bad enemy range.
- Rally Atk/Spd+ comes by default on Eleonora. It is an option for Coliseum scoring (due to its higher SP value than other Assist skills) and general team support if Eleonora's allies are lacking in visible Attack or Speed bonuses.
Special: Luna / Moonbow / Dragon Fang
- Physically bulky enemies are some of Eleonora's poorer matchups, which is where Luna comes in as it turns their high Defense stats against them. Due to Mirage Longbow's counterattack disruption, Eleonora is generally given good opportunities to charge it up in three hits.
- Moonbow pairs well with Flashing Blade as Eleonora can potentially activate it in two attacks in a single round. Otherwise, it is a reliable but weaker choice compared to Luna.
- Dragon Fang acts as a nuclear option as it scales reliably well off of Eleonora's great invested Attack. However, its rather inconvenient cooldown value of 4 means Special acceleration in some form (such as Flashing Blade or Infantry Flash) is crucial for practical activation timings.
Passive A: Atk/Spd Push 4 / Swift Sparrow 3 / Life and Death (3 or 4) / Atk/Spd Solo
- Atk/Spd Push 4 provides immense in-combat offensive boosts of +7 to Eleonora's Attack and Speed, and even comes by default on her base movekit.
- The offensive boosts also work in enemy phase, which Mirage Longbow thankfully allows Eleonora to partake in if necessary.
- Unless you are exceptionally concerned about it stopping working below 25% HP, it acts as a great default A-slot skill.
- For more consistent options (as Push has a negative HP threshold), users may be more inclined to other options.
- Swift Sparrow 3 works exclusively in player phase (which is where Eleonora does much of her work anyway) and provides an only slightly less potent boost of +6 Attack and +7 Speed.
- Life and Death drops Eleonora's defenses at the cost of having consistently working offensive supplements. Its maximum level (4) provides exactly the same boosts as Atk/Spd Push 4.
- Atk/Spd Solo only requires Eleonora to be away from allies to provide its nice +6 boosts. Though the condition is easy, there is no guarantee Eleonora will always be in correct conditions to fulfill it.
Passive B: Lull Spd/Def / Spd/Def Ruse / Chill Spd / Poison Strike
- Lull Spd/Def further addresses Eleonora's hatred of high Defense enemies by applying a constant Defense reduction of -3 in addition to cancelling Defense bonuses. Additionally, the Speed portion of the skill helps Eleonora fulfill her weapon's counterattack disruption effect by skewing Speed comparison in her favor.
- Chill Spd passively debuffs the Speed stat of an opposing superunit by -7 at the start of every turn. It is far easier to access than Lull Spd/Def and provides team support as Eleonora's other allies benefit also directly from fast enemies becoming far more manageable.
- An obvious pair-up with Rally Atk/Spd+, Spd/Def Ruse also comes by default on Eleonora's kit and is an option for team support and Eleonora's own benefit (assuming other allies use Rally skills on her).
- As Mirage Longbow prevents counterattacks on slower enemies, Eleonora can use Poison Strike to inflict further punishment on bulky enemy that survive her onslaughts. Against frail enemies that are already heavily damaged if not outright defeated, however, Poison Strike's value tends to waver from there.
Passive C: Spd Smoke / Def Smoke / Atk/Spd Oath / Flexible
- The C slot is open to the player's own choice, and Eleonora doesn't come with one of her own. A Smoke skill is generally a safe bet due to Mirage Longbow's safe initiations and pairs well with refresher units so that Eleonora can make use of debuffs.
- If inheriting Swift Sparrow 3 from Legendary Celica and Eleonara has inherited its second version prior, she has the option of also inheriting Atk/Spd Oath, which helpfully provides +5 Attack and Speed bonuses if next to an ally.
Sacred Seal: Swift Sparrow / Darting Blow / Flashing Blade / Poison Strike
- Swift Sparrow further builds on the most important parts of this build, but Darting Blow can be taken for its higher exclusive Speed boost should fulfilling Mirage Longbow's effect be a priority.
- Flashing Blade is an excellent option when paired with even-numbered Specials; Moonbow can typically activate within a single round while Dragon Fang is simply a more practical nuking option all-around.
- For reasons stated in its B slot section, Poison Strike is considerable here. It is worth noting that Eleonora isn't suffering from many opportunity costs running this as a Sacred Seal as opposed to potentially dismissing other B slot options (such as Lull Spd/Def).
Horror Hunter Angel (Area-of-Effect Special)
![]() |
Mirage Longbow | A | Life and Death 4 Alternate: Fury (3 or 4) |
---|---|---|---|
![]() |
Draw Back Alternate: Reposition |
B | Special Spiral 3 |
![]() |
Blazing Wind Alternate: Blazing Light |
C | Savage Blow 3 |
IVs | S | Flashing Blade 3 Alternate: Heavy Blade 3 |
Preferred IVs: +ATK or +SPD / -HP or -DEF or -RES
- AOE Specials measure the visible difference between Eleonora's Attack and the opponent's Defense. Since Attack also benefits massively from a superasset value, it is preferred as an Asset for larger Special and one-hit damage.
- Though less potent than Attack on this build, a Speed Asset more effectively fulfills Mirage Longbow's Speed comparison condition, as well as potential for follow-up attacks should the AOE Special fail to do enough prior damage.
Weapon: Mirage Longbow
- Though it lacks cooldown acceleration (meaning Eleonora otherwise doesn't have to rely on Blade skills to have her Special ready after Special Spiral), Mirage Longbow's counterattack disruption still gives Eleonora a lot of potential in the AOE spamming department.
- Assuming Eleonora fulfills conditions as she should and the opponent lacks Null C-Disrupt, Mirage Longbow protects her from counterattacks entirely. Thus, matchups are generally safer, especially in situations where Eleonora may whiff one-hit KOes.
- Notably against Vantage users, Eleonora does not have to equip Hardy Bearing like other AOE Special users such as Ophelia usually do.
Assist: Draw Back / Reposition
Special: Blazing Wind / Other AOE Specials
- The AOE Special used is up to the player, though Blazing Wind gets worthy praise above others as it deals increased damage (1.5x) against foes and their adjacent allies—a scenario that is typical as AI-controlled units tend to group up for Rally support.
Passive A: Life and Death (3 or 4) / Fury (3 or 4) / Flashing Blade 4 / Heavy Blade 4 / Atk/Spd Push 4
- As in-combat offensive boosts won't be optimal on this build—AOE Specials take visible Attack into account when calculating damage—options fall typically between Life and Death or Fury.
- Life and Death grants the highest potential visible Attack and Speed boosts in exchange for dropping defenses. Though, the drawback isn't really a problem when initiating against slower enemies thanks to Mirage Longbow preventing counterattacks.
- Fury provides visible stat padding all-around including Eleonora's defenses, which allows for safer stray attack tanking (especially for Aether Raids Defense). The recoil suffered after every successful round of combat also helps Eleonora benefit from Wings of Mercy support more often than not.
- A Blade in the A-slot is technically slightly inferior to themselves in the Sacred Seal plus a more potent A-slot skill like Life and Death. However, it saves up on Sacred Seal usage if Flashing Blade or Heavy Blade is a commonly wanted Seal in your barracks.
- Furthermore, the true damage granted by a Blade 4 skill conveniently applies to AOE Specials, making them roughly as effective as Life and Death 3.
- Atk/Spd Push is still a great default to fall back, though its in-combat offensive boosts will not be considered when calculating AOE damage, leaving Eleonora mostly reliant on the killing blow(s)'s damage than that of her Special.
Passive B: Special Spiral
- After every activation of Eleonora's AOE Special, Special Spiral fulfills half of the charge necessary to abuse it again. Combined with a Blade skill (which charges by 2 on the last hit), Eleonora can instantly have her AOE Special ready to pop again.
Passive C: Savage Blow / Def Smoke / Any Self-buffing skill
- For further punishment on adjacent enemies after an activated AOE Special, a Smoke-type skill is yet again considered. Savage Blow deals a decent amount of nonlethal damage after combat and can potentially weaken into KO range, whereas Def Smoke performs similarly but targets Defense instead.
- Self-buffs such as Attack-based Waves or Joint Hone skills may be taken to self-sufficiently improve Eleonora's combat. Otherwise, the skill taken in this slot is up to your team preferences and current resources.
Sacred Seal: Flashing Blade / Heavy Blade / Swift Sparrow / Atk Spd 2
- The combination of a Blade skill and Special Spiral—assuming both skills are properly activated—allows Eleonora to have her AOE Special ready after every successful use. Otherwise, Eleonora will be left typically with 1 CD away from a prepared Special. In other words, Flashing Blade or Heavy Blade in some form is pretty much necessary on this build.
- If a Blade 4 skill is used in the A slot or Blade support is outsourced (through skills like Infantry Rush or Infantry Flash), Eleonora can fall back on Sacred Seals such as Swift Sparrow or Atk/Spd 2 to directly improve her offensive stats.
Strengths
Mirage Longbow
Mirage Longbow acts as a unique offshoot to the generic Firesweep Bow, which helpfully allows safe player initiations thanks to disabling enemy counterattacks. In exchange for needing the condition of having higher Speed then her opponent—which is a fairly easy constraint considering the weapon's additional +3 Speed and Eleonora's great resulting Speed stat anyway—Eleonora benefits from its stronger Might (14 as opposed to 11) and is allowed to counterattack whenever the (hopefully rare) need arises.
Splendid Offensive Statline
With a near-pristine Attack and Speed stat spread which also benefit from superassets (meaning 4 additional stat points if those stats are benefitting from an Asset), Eleonora has little trouble showing off her offensive might to all but the bulkiest and most fortified physical enemies.
Infantry Perks
In addition to standard two-space movement, Eleonora's infantry status allows her to access a variety of type-locked tools, including Special Spiral, Lull skills, and being able to benefit from Infantry Pulse and Infantry Rush.
Weaknesses
Below-Average Defenses
Eleonora's stat spread is allocated in a way that sacrifices her defenses in exchange for a great offensive statline. She still isn't exactly a glass cannon in the truest sense as her overall bulk and Speed give her enough to survive a stray hit or two, but not much more than that. Fortunately, Mirage Longbow's null counterattack effect offsets this somewhat.
Null C-Disrupt
The most defensive and direct counter to Mirage Longbow's counterattack disruption effect, Null C-Disrupt users can prey on Eleonora's defenses and potentially beat her.
![]() |
Mirage Longbow | A | Life and Death 4 |
---|---|---|---|
![]() |
Rally Atk/Spd+ | B | Lull Spd/Def 3 |
![]() |
Moonbow | C | Atk/Spd Oath 3 |
S | Heavy Blade 3 / Flashing Blade 3 |
All about firepower, baby!
Weapon: Mirage Longbow
Mirage Longbow's ability of stopping a counterattacking foe if Eleonora's Spd > foe's Spd is very useful, considering that there are many pesky Distant Counter units who can easily break through Eleonora and her questionable base defenses before even applying skills (I'm looking at you, Brave Hector and Brave Dimitri). Additionally granting her another +3 Spd will definitely help her in the long run.
Assist: Rally Atk/Spd+
This gives her some nice utility, and why not use it? It's already in her base kit.
Special: Moonbow
You CAN swap out Moonbow for Luna, but considering Mirage Longbow's lack of Slaying effect, Moonbow sweeps the table with their low cooldown. Assuming that Eleonora will render any foe unable to counterattack in this build, Moonbow is ideal for triggering.
A Skill: Life and Death 4
In this build, Eleonora is a Player Phase unit--not anywhere near an enemy phase unit. While she could be a sniping monster with a different bow + Vantage 3 + Close Counter/Close Foil, this build serves a slightly different purpose. Life and Death 4 nicely
![]() |
Mirage Longbow | A | Flashing Blade 4 |
---|---|---|---|
![]() |
Shove | B | Lull Spd/Def 3 |
![]() |
Aether | C | Rouse Spd/Def 3 |
S | Spd/Res Solo 3 |
This is a Solo Spd build for Eleonora that aims to get as much mileage out of her personal weapon as possible. I will also give some suggestions here for people who do not want to use Solo skills on her.
For her asset Eleonora wants +Spd and for her flaw any of her defensive stats (HP, Def, Res) can work as this is an offensive build that aims to utilize the firesweep effect of her personal weapon.
* Weapon skill: Mirage Longbow
- Her personal weapon comes with a conditional firesweep effect but unlike normal firesweep weapons she can still counterattack during the enemy phase and it has more might than the standard Firesweep Bow+ which makes it considerably stronger than normal firesweep weapons. This build is based around this weapon.
* Support skill: Shove / Smite
- Shove and Smite are both support skills that allow Eleonora to create a bit of distance between her and her allies which lets her Rouse and Solo skills to trigger more easily. They can also be used to push allies out or into the danger zone if necessary.
- I personally use Shove due to my dancer having a Drive skill and Shoving them lets Eleonora to still stay in the Drive skill range.
* Special skill: Aether / Moonbow / Luna
- Def reducing special is a good choice here as this build hyper focuses on her Spd and does little to improve her Atk stat. With Eleonora doubling enemies most of the time and with Flashing Blade the high cooldown of Aether is not that big of a problem but without Flashing Blade in either A or S slot or any additional support that lets her to retreat after her attacks Moonbow or Luna would be a better choice for her.
- Ruptured Sky is another solid choice for her special as it boosts damage based on the Atk stat of the enemy and it also has a low cooldown.
* A skill: Flashing Blade 4
- Flashing Blade 4 is my personal choice of for her A skill as it reduces the cooldown of Aether and it provides additional true damage whenever Eleonora manages to outspeed her opponent (which is the aim of this build). Flashing Blade is not a requirement for her though but without it in either A or S slot I would recommend running either Moonbow or Luna over Aether.
- Atk/Spd Solo 4 is a great A skill for Eleonora also as it provides her Atk/Spd +7 whenever she is not next to an ally which is something that this build already aims to do anyway.
- Swift Sparrow 3 is another good Atk and Spd boosting A skill but it provides one less Atk than Atk/Spd Solo 4 and it does not work during the enemy phase under any conditions.
- Atk/Spd Push 4 comes with her base kit and just like Atk/Spd Solo 4 provides her with Atk/Spd +7 during both phases but it comes with a different condition and recoil damage whenever she initiates the combat herself. Overall Atk/Spd Solo 4 is a better option for this build but Atk/Spd Push 4 is a great budget choice as you do not need to inherit it for Eleonora.
- Life and Death 4 is another way to provide Eleonora with Atk/Spd +7 but it does decrease both her Def and Res by 5 which makes it harder for her to survive the enemy phase or enemies running Null C-Disrupt 3 so I would not recommend running it unless your other units can provide support to Eleonora during and after the combat.
* B skill: Lull Spd/Def 3
- Lull Spd/Def 3 does everything Eleonora wants from a skill. It negates Spd buffs and inflicts Spd debuff on the opponent making triggering her Spd based skills easier and negates Def buffs and inflicts a Def debuff on the opponent allowing her to deal more damage to them.
- Null Follow-Up 3 is another solid choice for a B skill for Eleonora but not quite as strong as Lull Spd/Def 3 in my opinion. With her high Spd stat Eleonora is almost always doubling her opponents and Null Follow-Up makes sure that no skills will prevent that from happening.
- Chill Spd 3, Chill Def 3 and Chill Spd/Def 2 are all also a decent options if you do not have access to Lull Spd/Def 3 as they all debuff an important stat from at least one opponent.
* C skill: Rouse Spd/Def 3 / Rouse Spd/Res 3
- Rouse Spd skills are another good way to raise the Spd stat of Eleonora. If you have Def flaw on Eleonora then you could go with Rouse Spd/Res 3 instead of Rouse Spd/Def 3 and try to work on her magic bulk a bit more instead of trying to balance both of them. Unfortunately as of now there is no Rouse Atk/Spd 3 but that would be the optimal C skill for this build if it ever gets added into the game.
- Rouse Atk/Def 3 and Rouse Atk/Res 3 are also solid options if you already feel confident enough in her Spd stat.
- Atk/Spd Oath 3 could also be used to increase both of her two main stats but it requires her to start the turn next to an ally and then move away from them when attacking to trigger her Solo skills. Of course if you choose to forego the Solo skills altogether in favor of say something like Swift Sparrow then Atk/Spd Oath 3 is a great choice for her C skill.
- Spd Smoke 3 and Def Smoke 3 are also both solid options for debuffing the enemies and Def Smoke 3 especially work well if Eleonora is paired up with a dancer or singer that can let her attack again after her first attack.
- Joint Drive Spd and Joint Drive Atk are also solid buff options for both Eleonora and her allies but it does require a careful placement of units if you still want to benefit from Rouse and Solo skills also.
* S skill: Spd/Res Solo 3
- The only currently available Spd Solo seal fits this build very well. It gives her a bit more magical bulk in case she fails to kill her magical opponent and it once again buffs her Spd stat. If your Eleonora has Def flaw then you could forego surviving physical hits and aim for higher magical bulk with Spd/Res Solo 3 combined with Rouse Spd/Res 3 in her C skill slot.
- Flashing Blade 3 could also be taken as a seal if you do not run Flashing Blade in the A slot. It will not give you the additional true damage but the cooldown reduction is still highly relevant thing.
- Swift Sparrow 2 is a solid Atk/Spd booster for player phase builds.
- Brazen Atk/Spd 3 could be taken if you are running Atk/Spd Push 4 as her A skill as she will be eventually hitting the health threshold for the Brazen buff even if she does not get counterattacked.
- Chill Spd 3 or Chill Def 3 could work here the same way they would in her B slot.
- Spd Smoke 3 and Def Smoke 3 could work here the same way they would in her C slot.
![]() |
Mirage Longbow | A | Close Counter |
---|---|---|---|
![]() |
Reposition | B | Close Call 3 |
![]() |
Noontime | C | Panic Smoke 3 |
S | Phantom Spd 3 |
Pair with legendary Eliwood & Legendary Azura to properly buff her defenses. With close counter + close call + panic smoke + either noontime/moonbow she’ll be able to do decently against close range foes, while still being able to attack from a distance with no counter to all enemies. Phantom spd ensures activation of both mirage bow & close call. If you pair her with Legendary Azura & Legendary Eliwood, it’s possible that her speed & stats will be high enough on their own to get activation from mirage bow & close call. So it’s possible to switch out phantom spd for any other skill that could be more useful.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Bow users.
|
50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Bow users.
|
100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Bow users.
|
200 | 2 | 9 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
---|---|---|
![]() Learns by default at 4 ★ |
1 | 150 |
![]() |
1 | 300 |
![]() |
1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() Excludes Armor, Flying and Staff Units
Unlocks at 1 ★ |
60 | B |
![]() Excludes Armor, Flying and Staff Units
Unlocks at 2 ★ |
60 | B |
![]() Excludes Armor, Flying and Staff Units
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Tokyo Mirage Sessions ♯FE Encore
|
---|