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Analysis by Wecondo12
Elice - Altean Princess

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
177
HP 40
ATK 41
SPD 35
DEF 27
RES 34

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 10 8 4 7
Middle 18 11 9 5 8
High 19 12 10 6 9

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 36 38 32 23 31
Middle 40 41 35 27 34
High 43 45 38 30 37

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

When a generic healer is stronger than Duma (Offense)

Build by Wecondo12
Recommended
Dazzling Melancholy+
Alternate: Dazzling Pain+
A Atk/Spd Boosting A Slot
Positional Assist B Wrathful Staff 3
Miracle C Odd Recovery 3
Alternate: Savage Blow 3
IVs

+ATK or +SPD

SAtk/Spd Solo 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Weapon: Dazzling Melancholy / Dazzling Respite / Dazzling Flash / Dazzling Pain

Assist: Positional Assist / Preference

Special: Miracle / Windfire Balm+

Passive A: Atk/Spd Boosting A Slot

Passive B: Wrathful Staff

Passive C: Odd Recovery / Savage Blow / Preference

Sacred Seal: Atk/Spd Solo / Savage Blow / Blade Session / Live To Serve

  • Elice joins Fire Emblem Heroes as a typical new gen generic unit: excellent stats across the board, but without an exclusive weapon to let her stand out from other healers. 
  • Healers have plenty of excellent generic weapons to choose from: Melancholy, Respite, and Flash, just to name a few. Pain can also work well in conjunction with Savage Blow in her C slot and sacred seal.
  • Elice will need a combination of Dazzling and Wrathful staff as both her weapon refine and her B slot in order to utilize the Wrathful Dazzling combination that allows her to avoid enemy counterattacks while dishing out full damage. 
  • Aside from Savage Blow, Odd Recovery is a fantastic C slot skill that lets her passively heal her allies within 2 spaces for 20 HP every odd turn, in addition to clearing their debuffs.
  • Attack and Speed boosting A slots such as Atk/Spd Push and Atk/Spd Solo are ideal to ensure that Elice hits as hard as possible when she initiates. Besides offensive sacred seal slots, Live to Serve is a decent option that lets Elice heal herself when she heals an ally, which can provide some useful self sustain.

Strengths

Statline

Elice boasts a monstrous offensive statline of 41 base Attack and 35 base Speed, on top of possessing a decent base 34 Resistance: This lets her take magical attacks decently while hitting hard in return.

Weaknesses

Lacks an exclusive weapon

Besides her excellent statline, Elice is functionally identical to any other run of the mill staff user. While generic staves have plenty of good inheritable weapon options, she lacks  the exclusive utility that her contemporaries can provide with their exclusive weapons.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
Trilemma

After combat, if unit attacked, inflicts the following status on foe through its next action: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%."

Unlocks at 3 ★
Restricted to units that use a Staff.
150 2 5
Trilemma+

After combat, if unit attacked, inflicts the following status on target and foes within 2 spaces of target through their next actions: "If unit has weapon- triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%."

Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Heal

Restores 5 HP.

Learns by default at 1 ★
1 50
Reconcile

Restores 7 HP each to target and this unit.

Learns by default at 3 ★
1 100
Restore

Restores 8 HP. (Minimum of 8 HP.) Neutralizes 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.

Learns by default at 4 ★
1 200
Restore+

Restores HP = 50% of Atk. (Minimum of 8 HP.) Neutralizes 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.

Learns by default at 5 ★
1 300

Special Skills

Special Skills SP Turns
Imbue

When healing an ally with a staff, restores an additional 10 HP to target ally.

Learns by default at 4 ★
Unlocks at 2 ★
Restricted to units that use a Staff.
50 1
Heavenly Light

When healing an ally with a staff, all other allies recover 10 HP.

Learns by default at 5 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
150 2

Passive Skills

Passive Skills SP Slot
Atk/Res Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+3 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
60
A
Atk/Res Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during combat.

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
120
A
Atk/Res Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during combat.

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
240
A
Atk/Res Gap 1

At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

Unlocks at 1 ★
60
C
Atk/Res Gap 2

At start of turn, grants Atk/Res+4 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

Unlocks at 2 ★
120
C
Atk/Res Gap 3

At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem

Banners Featured In

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