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Analysis by MackerelPye
Eleonora - Shooting Starlet

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 42
ATK 37
SPD 38
DEF 25
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 6 7 7 6
Middle 18 7 8 8 7
High 19 8 9 9 8

Level 40 Stat Variations
5★
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.
HPATKSPDDEFRES

Skill Sets

Dandelion in Love (General Purpose Offense)

Build by MackerelPye
Recommended
Mirage Longbow
Alternate: Whitecap Bow+ (+Spd)
A Atk/Spd Push 4
Alternate: Atk/Spd Boosting A Slot
Positional Assist
Alternate: Rally Atk/Spd+
B Spd/Def Tempo 3
Alternate: Null Follow-Up 3
Deadeye
Alternate: Moonbow
C Atk/Spd Oath 4
Alternate: Atk/Spd Menace
IVs

+SPD then +ATK / -HP or -DEF or -RES

SLife and Death 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Mirage Longbow / Whitecap Bow+ (+Spd) 

Assist: Draw Back / Rally Atk/Spd+/ Reposition / Flexible

Special: Deadeye / Moonbow / Luna

Passive A: Atk/Spd Push 4 / Swift Sparrow 3 /Atk/Spd Ideal 4 / Life and Death 4

Passive B: Lull Spd/Def / Spd/Def Tempo 3 / Null Follow-Up / Spd/Def Ruse 

Passive C: Time's Pulse / Atk/Spd Menace / Spd/Def Menace / Atk/Spd Oath / Rouse Atk/Spd 

Sacred Seal: Flashing Blade / Blade Session / Atk/Spd Solo / Swift Sparrow / Life and Death

  • This is your simple and quintessential fast bow unit build, with a general focus on building Atk and Spd to maximize damage and follow-ups. 
  • Eleonora's main differentiator from other bow units running the same build is Mirage Longbow, which shuts off the enemy's counterattacks (like Firesweep Bow) so as long she maintains a Spd advantage over them.
    • Alternatively, Whitecap Bow gives essentially higher damage ouput due to its added Atk/Spd +5 in-combat twice-hitting nature -- which can often convert into even more powerful quadruple attacks. Also like Mirage Longbow, it requires Eleonora to achieve superior Speed comparison; Whitecap Bow IS a tad stricter with the brave effect being locked behind a minimum 10 Spd differential, but Eleonora should be able to make that easily against the majority of units with Whitebow's stat boosts and skill investments. 
  • With either mentioned weapon, it makes sense to increase her Spd in any way possible, including an Asset in said stat as well as passive skills.
    • Eleonora already makes a great stride towards this with her default A-slot Atk/Spd Push 4, which provides a modern and solid supplement of +7 in said stats as-is. Almost anything you replace this with will be considered a small side-grade. There are a few standout considerations, however:
      • Options like Life and Death 4 and Swift Sparrow 3 provide similar offensive boosts without the sometimes-inconvenient HP conditional
      • Atk/Spd Ideal 4 grants a slightly higher stat boost ceiling assuming Eleonora abides by both of its conditions — having a bonus on herself and full HP — and the latter is actually somewhat realistic given Mirage Longbow prevents slower enemies from hurting her. 
    • The B-slot is best filled in by a skill that grants some Spd and damage improvements to accommodate Mirage Longbow's Spd condition. This pretty much narrows Eleonora down to mainly Spd/Def Tempo and Lull Spd/Def, the former of which stops Guard effects from impeding Eleonora's Special from triggering, and the latter which is generally more accessible and shuts down enemy buffs in its namesake stats. 
      • Null Follow-Up is an honored mention that shuts down effects that would prevent Eleonora's follow-ups, something she sometimes requires for confirmed one-round kills. Although she doesn't gain improved Spd differentials from having it, she becomes a confidently safe user of the skill thanks to Mirage Longbow blocking the enemy's counterattack.
      • For budget or supportive purposes, Eleonora's default Spd/Def Ruse is actually quite decent and technically does what the doctor ordered already, as long as Eleonora is willing to pass up positional support for her also-default Rally Atk/Spd+. Additionally, she should be paired with at least one other ally running a Rally Assist so that she doesn't waste her own combat or turn to apply the Ruse debuffs.
    • C-slot options have come a long way since Eleonora's release. Now, to further and self-sufficiently widen the Spd difference between her and any foe she faces possible, she has a wide selection of skills such as Atk/Spd Menace, Spd/Def Menace, Atk/Spd Oath, and Rouse Atk/Spd. Alternatively, Time's Pulse is a good option to quicken the firing rate of Eleonora's Special — in particular, it makes Deadeye a more practical choice.
    • Flashing Blade should be used along with Time's Pulse and Deadeye to confirm Deadeye's Special activation in one go — assuming Eleonora is quick enough to activate both Flashing Blade and Mirage Longbow's counterattack cancellation effect. Running anything else, Eleonora can choose from a myriad of great Atk/Spd boosting Sacred Seals to improve her offense and Mirage Longbow's effect potential.

Strengths

Mirage Longbow

Mirage Longbow acts as Eleonora's personalized version of the generic Firesweep Bow, which allows safe player initiations thanks to disabling enemy counterattacks. In exchange for needing the condition of having higher Speed than her opponent — which is a fairly doable constraint considering the weapon's additional +3 Spd and Eleonora's great resulting Speed stat anyway — she benefits from its stronger Might (14 as opposed to 11) and is allowed to counterattack whenever that hopefully rare need arises.

Good Offenses

Eleonora's base 37 Atk and 38 Spd aren't top of the line this day and age, but they still mostly suffice for her purposes and also both benefit from 4-point superassets. 

Infantry Bow Perks

In addition to standard two-space movement, Eleonora's infantry status allows her to access a variety of type-locked tools, including the Tempo and Lull skill lines, Null Follow-Up, Time's Pulse, and being able to benefit from Infantry Pulse

As a bow unit, Eleonora also gets to inherit Deadeye to cut past skill-based damage reduction, and — if the dreaded day comes and Mirage Longbow's refine somehow doesn't fulfill her needs and more — Whitecap Bow (we do advise against doing that until then, though).

Weaknesses

Speed Creep

At this time of writing, Eleonora's good but outclassed Speed compared to the recent competition, as well as Mirage Longbow's lack of good additional stat effects aside from a mere +3 Spd, threatens to leave her a somewhat washed-up idol. Legendary Alm, in particular, is nearly an overwhelming analog due to refined Luna Arc's superior offensive boosts and newfound power to shut off counterattacks from slower physical enemies. 

Possibly even after her refinery update, she will definitely have even faster units to catch up with. At the end of the day, as long as enemies keep beating Mirage Longbow's current Spd conditional, Eleonora's left with an effectively generic Silver Bow.  

Below-Average Defenses

Eleonora sacrifices her defenses in exchange for a great offensive statline. Resultingly, 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 and Far Save

Besides simply outrunning her, the most defensive and direct counter to Mirage Longbow's counterattack disruption effect is Null C-Disrupt. Furthermore, Far Save armors can redirect Eleonora's assault to them, which yields typically unfavorable outcomes. As a specific example, Ascended Fjorm and her weapon just so happens to check off these two counter factors.

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Mirage Longbow

Effective against flying foes. Grants Spd+3. If unit's Spd > foe's Spd, foe cannot counterattack.

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
Rally Attack

Grants Atk+4 to an adjacent ally until the end of the turn.

Learns by default at 4 ★
1 150
Rally Atk/Spd

Grants Atk/Spd+3 to target ally for 1 turn.

1 300
Rally Atk/Spd+

Grants Atk/Spd+6 to target ally for 1 turn.

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
Spd/Def Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 1 ★
60
B
Spd/Def Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 2 ★
60
B
Spd/Def Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 4 ★
240
B

Other Info

Origin
Tokyo Mirage Sessions ♯FE Encore

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