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Analysis by Chibi_Chu
Elimine - Scouring Saint

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 36
ATK 34
SPD 40
DEF 16
RES 41

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 9 9 2 7
Middle 17 10 10 3 8
High 18 11 11 4 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 31 37 12 37
Middle 36 34 40 16 41
High 40 37 44 19 44

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

Bridal Catria? Legendary Sigurd? Time’s Pulse? What are you talking about, Summoner? (Pure Support)

Build by Chibi_Chu
Recommended
Staff of the Saint A Fort. Def/Res 3
Alternate: Attack/Res 2
Nudge+
Alternate: Physic+
B Sabotage Atk 3
Alternate: Aerobatics 3
Heavenly Light
Alternate: Miracle
C Holy Ground
IVs

+Res / -Def

SPhantom Res 3

Show Explanation/Analysis

Weapon: Staff of the Saint 

Assist: Nudge+ / Physic+ / Restore+ / Recover+ / Flexible

Special: Heavenly Light / Miracle

Passive A: Fort. Def/Res 3 / Attack/Res 2

Passive B: Sabotage Atk / Aerobatics / A/S Far Trace

Passive C: Holy Ground 

Sacred Seal: Phantom Res

  • Elimine is, quite frankly, the package deal. She:
    • Counters Defense Keeps’ most common units/effects via Staff of the Saint’s【False Start】.
    • Has defensive utility via healing, Holy Ground (30% damage reduction and +4 Def/Res to allies within two spaces during combat), and Staff of the Saint (+6 Def/Res to allies within two spaces at the start of the turn).
    • Grants +5 HP and +4 Spd to Astra-blessed Heroes and season-matching Legendary Heroes during Astra season.
    • Unlocks the sixth deployment slot for Astra Raiding Parties.
    • Allows Astra Raiding Parties to gain more Lift upon victory.
  • Assists that combine healing and positional effects such as Rescue and Elimine’s native Nudge can solve both sustainability and positioning problems in one action; additionally, they function even if all allies are at full HP, making them versatile options. Alternatively, Elimine can use Assists that can be used from two spaces away (Physic; synergizes well with A/S Far Trace because Elimine can use less movement for allies, allowing her to use remaining movement after healing), neutralize negative effects and penalties (Restore), or simply heal more (Recover).
  • Elimine’s Special is mostly up to preference, though Heavenly Light and Imbue are effective, straight-forward choices. The former has 2 cooldown and heals the entire team for 10 HP upon activation, while the latter heals the target for an additional 10 HP upon activation. Windfire Balm+ is another strong, 1-cooldown Special that, in combination with Staff of the Saint, allows Elimine to grant +6 to all stats.
  • While Elimine’s base 41 visible Res is already immensely high, Res-stacking can ensure that Staff of the Saint activates on the desired target. As such, Fort. Def/Res 3 for her A Slot is ideal (+6 visible Def/Res in exchange for -2 Atk), while Phantom Res for her Sacred Seal is ideal (treats Elimine’s Res as if it were 10 higher than it actually is when comparing Res stats for skill effects). However, note that decreasing Elimine’s visible Atk decreases her healing; as such, Atk/Res 2 is a viable replacement for both slots.
  • Finally, Elimine’s B Slot is fairly flexible, with a variety of strong choices. Sabotage Atk inflicts -7 Atk on enemies that are adjacent to each other and have ≥ 3 less visible Res than Elimine, decreasing the enemies’ firepower and synergizing well because Elimine already Res-stacks for Staff of the Saint. Aerobatics and A/S Far Trace are strong mobility-centric choices, with the former allowing Elimine to teleport to spaces adjacent to Infantry/Armored allies within two spaces and the latter both inflicting -3 Atk/Spd on the enemy during combat and allowing Elimine to use unused movement after performing an action that would be followed by her turn ending for the first time in the turn.

Holy Maiden’s Tailwind (Player-Phase-Team Support)

Build by Chibi_Chu
Recommended
Dazzling Grandscratcher+ A Attack +3
Alternate: Fort. Def/Res 3
Nudge+
Alternate: Return+
B A/S Far Trace 3
Alternate: Sabotage Spd 3
Miracle C Holy Ground
Alternate: Atk Opening 3
IVs

Flexible; +Atk ideal for more healing, +Res ideal for supportive skills with Res checks

SChill Def 3
Alternate: Phantom Res 3

Show Explanation/Analysis

Weapon: Dazzling Grandscratcher+

Assist: Nudge+ / Return+ / Rescue+

Special: Miracle

Passive A: Flexible; Attack +3 / Fort. Def/Res 3 / Fortress Res 3

Passive B: A/S Far Trace / Sabotage Skills

Passive C: Holy Ground / Atk Opening

Sacred Seal: Supportive / Phantom Res

  • For more Player Phase oriented teams (such as Galeforce, wallbreaking, and hit-and-run), Staff of the Saint’s【False Start】may not be useful. As such, she can replace her personal weapon with Grandscatcher, a Staff that grants -1 Special cooldown to the ally with the highest visible Atk on turn 1. Decreasing Special cooldown allows for much more leniency for overall unit builds and Special activations, making Grandscratcher very valuable for teams focused on Player Phase damage output.
    • Dazzling Grandscratcher is ideal to safely dispel damage reduction effects that only activate on the first attack/combat of a phase, most notably Fallen Edelgard’s 40% damage reduction from Armored Wall.
  • Mobility is also key for Player Phase teams, making Assists that combine healing and positional effects such as Return, Rescue, and Elimine’s native Nudge her strongest supportive options.
  • The remainder of Elimine’s skills are very flexible. Some options to consider for each slot are listed below, but they can be changed to fit team-specific needs.
    • A: Attack +3 for increased healing, as healing Assists scale on visible Atk; Fort. Def/Res 3 or Fortress Res if using a Sabotage B slot, as Sabotage inflicts -7 to a stat to enemies adjacent to other enemies if Elimine has ≥ 3 more visible Res than them
    • B: Native A/S Far Trace for repositioning; Sabotages (typically Spd, Def, or Res to maximize damage output)
    • C: Holy Ground to grant allies safety via +4 Def/Res and 30% damage reduction during combat; Atk Opening to, in combination with Grandscratcher, grant -1 Special cooldown and +6 Atk to the ally with the highest Atk

S: Anything supportive; Phantom Res to make Sabotage activations more reliable, as it treats Elimine’s Res as if it were 10 higher than it actually is when comparing Res stats for skill effects

Double Dashing to Victory (Hybrid)

Build by Chibi_Chu
Staff of the Saint A Atk/Spd Boosting A Slot
Martyr+
Alternate: Nudge+
B Wrathful Staff 3
Miracle C Holy Ground
IVs

+Atk and/or +Spd / -Def

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Staff of the Saint 

Assist: Martyr+ / Nudge+ / Flexible

Special: Miracle 

Passive A: Atk/Spd Boosting A Slot 

Passive B: Wrathful Staff

Passive C: Holy Ground 

Sacred Seal: Blade Session / Atk/Spd Solo 

  • As opposed to the previous set, this set seeks to also make Elimine a potent offensive force. The only support she provides that uses her action is using her Assist, so if the current situation her team is in does not necessitate her Assist, she can pivot to deal good damage to enemies.
  • Atk/Spd Boosting A and S Slots improve Elimine’s offenses, thus maximizing her damage output. Note that recoil-inflicting A Slots such as Atk/Spd Push 4 synergize well with the Martyr Assist, which converts half of the damage Elimine has taken into additional healing.
  • Because Staff of the Saint has Dazzling Staff (counterattack prevention), Elimine needs Wrathful Staff in her B Slot to convert her damage from “Staff damage” (0.5x damage) to “normal damage” (1x damage).
  • Elimine’s Weapon, Assist, and C Slot contribute to the supportive end of this hybrid set. Without Staff of the Saint and Holy Ground in particular, there would be little reason to deploy her over a different Astra Mythic or Staff unit; as such, a hybrid set is preferred over all-out offense.

Strengths

Staff of the Saint

If you’ve been struggling in Astra season, then look no further! Elimine’s Staff of the Saint can cripple most Anima Defense Keeps. By far the most important effect that Staff of the Saint has is that it inflicts【False Start】on enemies within cardinal directions that have less visible Res than Elimine.【False Start】is a new status that prevents skill effects that activate at the start of the turn from triggering; to say the least, this is game-changing. Important and common effects that【False Start】stymies include:

With almost every Defense Keep having at least a couple of these effects, being able to stop even just one can greatly ease a Raiding Party’s difficulties. The former three effects are particularly ubiquitous, and stopping any one of them (let alone multiple) can significantly damage a Defense Keep’s structure or plan.

Additionally, Staff of the Saint also prevents enemies from counterattacking against Elimine (Dazzling Staff effect) and grants +6 Def/Res to allies within two spaces at the start of the turn, further improving the team’s safety.

Holy Ground

Elimine’s personal C Slot grants 30% damage reduction and +4 Def/Res to allies within two spaces during combat, drastically boosting allies’ survivability.

Access to Healing Assists and Grandscratcher

Even if allies are only hanging by a thread by the end of the Enemy Phase, Elimine can heal the pain away the following Player Phase. Assists that combine healing and positional effects such as Elimine’s native Nudge can provide both sustainability and mobility in one action.

While it may seem strange to replace Staff of the Saint given its overwhelmingly powerful effects, Grandscratcher may be preferred for hit-and-run and Galeforce teams, as granting -1 Special cooldown to the ally with the highest Atk enables an extra punch on turn 1 or some much-appreciated leniency on Galeforce and AoE Special activations. The combination of Grandscratcher, Nudge (or other mobility-related healing Assists such as Return), and unlocking a sixth deployment slot makes Elimine a great asset, even for these more aggressive teams.

Great Speed and Resistance

Double Dash has taught Elimine well, as her fantastic 40 Spd allows her to perform and avoid follow-up attacks very consistently. Her 41 Res is even better, synergizing well with Staff of the Saint’s visible Res gap condition and supportive skills such as Sabotage Atk and Sabotage Spd.

Astra Mythic

During Astra season, Elimine grants +5 HP and +4 Spd to Astra-blessed Heroes and Legendary Heroes that match the current season, improving the team’s bulk and consistency in performing/avoiding follow-ups. Most importantly, however, she both enables the Raiding Party to field a sixth unit (effectively unlocking a “flex slot” for most teams or allowing certain teams that require 6 units to function) and increases the Raiding Party’s Lift gain upon victory.

Flier Advantages

With access to mobility-centric B and S Slots such as her native A/S Far Trace, Aerobatics, Guidance, and Air Orders, Elimine can create moves or positions for both herself and allies that would otherwise be impossible.

Weaknesses

Awful HP and Defense

36 HP and 16 Def leave Elimine prone to being easily KO’d by enemies that target her Def. Something to note is that because of their damage reduction, Flayn and Nifl are often deployed with--and thus protected by--Near Save and Far Save allies; the same goes for Elimine. As such, low bulk isn’t a major problem.

Effects That Neutralize【False Start】

Just kidding. Have fun Res-stacking your Bridal Catria!

Praise be to Saint Elimine.

Weapon Skills

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

Foe cannot counterattack.

At start of turn, grants Def/Res+6 to allies within 2 spaces of unit for 1 turn and inflicts【False Start】on foes in cardinal directions of unit with Res < unit's Res. (In Summoner Duels, if False Start is inflicted at the same time that any start-of-turn effects trigger for the opponent, effects will still trigger, with the exception of those that restore HP or deal damage.) 

【False Start】 Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)

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

Support Skills

Support Skills Rng. SP
Heal

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50
Reconcile

Restores 7 HP to unit and target ally.

Learns by default at 2 ★
1 100
Nudge

Restores 8 HP to target ally and pushes target ally 1 space away.

If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)

Learns by default at 4 ★
2 200
Nudge+

Restores HP = 50% of unit's Atk (min 8 HP) to target ally and pushes target ally 1 space away.

If ally cannot move to the target space (if another ally or foe is occupying the space), ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)

Learns by default at 5 ★
2 300

Passive Skills

Passive Skills SP Slot
Atk/Res Push 1

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

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

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

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

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

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

At start of combat, if unit's HP ≥ 25%, grants Atk/Res+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 1 ★
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 2 ★
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 4 ★
240
B
Holy Ground

Reduces damage from foes' attacks during combat to allies within 2 spaces by 30% and grants Def/Res+4 to those allies during combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Blazing Blade

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