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Analysis by lordhelpme
Eremiya - Bishop of Woe

Hero Stats

Max Avg Total Stats at Lvl 40
161
HP 44
ATK 32
SPD 35
DEF 23
RES 27

Stat Variations

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

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 41 29 32 20 24
Middle 44 32 35 23 27
High 47 35 38 26 31

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

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

Whisperers (Full Support)

Build by lordhelpme
Recommended
Dazzling Melancholy+
Alternate: Dazzling Gravity+
A Fort. Def/Res 3
Alternate: C Duel Infantry 3
Restore+
Alternate: Recover+
B Sabotage Atk 3
Windfire Balm+
Alternate: Miracle
C Time's Pulse 3
Alternate: Distant Guard 3
IVs

+ATK or +RES -DEF

SFortress Res 3

Show Explanation/Analysis

Weapon: Dazzling Melancholy+ / Dazzling Gravity+ / Dazzling Panic+

Assist: Restore+ / Recover+ / Physic+

Special: Windfire Balm+ / Miracle 

Passive A: Fort. Def/Res / C Duel Infantry / Atk/Spd 2 / Atk/Res 2 

Passive B: Sabotage Atk / Sabotage Spd / Chill Atk/Spd

Passive C: Time’s Pulse / Distant Guard / Flexible

Sacred Seal: Fortress Res / Chill Skill / Savage Blow 

  • Eremiya can also take a more supportive role rather than focus primarily on her good offensive statline. Regardless, though, her weapon choice remains rather flexible -- including fantastic choices like Melancholy, Gravity, and her native Panic -- and should be determined based on personal preference and her team. The Dazzling Staff refinement should be taken to safely apply her chosen staff’s effect/ 
  • For her healing skill, Restore packs great utility through a decent amount of healing and a debuff cleanse, though Recover may be considered for its much more potent healing properties. Physic is also a potential candidate to provide Eremiya greater range. Windfire Balm+ (or any other Balm Special) and Miracle are once again strong Special choices. 
  • Fort. Def/Res grants a powerful raw stat boost to Eremiya to more consistently utilize Sabotage skills (or if unavailable, Ploy skills), but this does detract from her healing slightly through the -2 Attack it inflicts. For Colosseum modes, C Duel Infantry is an excellent A skill to bolster her scoring potential, and on a budget simple stat boosts are once again the way to go. 
  • Sabotage skills work well to apply mapwide debuffs on opposing foes, though her below average Resistance does mean that she needs high investment in the stat (such as through using both Fort. Def/Res and the Fortress Res seal) to utilize efficiently. Should one wish to have more consistency but a lesser chance of debilitating multiple foes, Chill skills can be taken instead. 
  • Time’s Pulse works well with a Balm Special to constantly make use of their buffing effect, though if unavailable any support C slot skill like her native Distant Guard can be taken. If not using Fortress Res for her designated seal, a Chill skill can be taken, or Savage Blow may be equipped to apply chip damage on foes.

Tearing Shadows (Offensive Support)

Build by lordhelpme
Recommended
Dazzling Melancholy+
Alternate: Dazzling Pain+
A Atk/Spd Solo (3 or 4)
Alternate: Atk/Spd Push (3 or 4)
Restore+ B Wrathful Staff 3
Miracle
Alternate: Windfire Balm+
C Savage Blow 3
IVs

+ATK or +SPD / -DEF

SLive to Serve 3

Show Explanation/Analysis

Weapon: Dazzling Melancholy+ / Dazzling Pain+ / Dazzling Gravity+ / Dazzling Panic+

Assist: Restore+ / Recover+ / Physic+

Special: Miracle / Windfire Balm+

Passive A: Atk/Spd Solo / Atk/Spd Push / Atk/Spd Bond

Passive B: Wrathful Staff / Dazzling Staff

Passive C: Savage Blow / Flexible

Sacred Seal: Live to Serve / Savage Blow / Atk/Spd Bond

  • Eremiya’s choice of weapon here depends primarily on what her allies require of her or how offensive one wants her to be. The Melancholy, Gravity, and Panic staves are all fantastic utility choices to cripple her foes in combat through their various debuffs, while the Pain staff is a fantastic choice to stack chip damage on opponents to greatly reduce their health. The refinement on her weapon should depend on what B slot one has available -- if Wrathful Staff is available as a B slot, take a Dazzling refine and vice versa. 
  • Miracle is a good Special option to provide Eremiya some defensive options and allow her to safely take a lethal enemy hit if the situation calls for it. Alternatively, Windfire Balm or any other Balm Special may be taken for a more supportive focus and provide teamwide buffs to her allies. 
  • Any offensive A slot (that a healer can inherit) will work perfectly fine here, with Eremiya’s best options being Atk/Spd Solo and Atk/Spd Push. Although Atk/Spd Bond can be a bit unwieldy to utilize in the Player Phase, it remains a decent option nonetheless and it should be noted that Atk/Spd Bond 4 does come with the benefit of allowing Eremiya to bypass offensive stat debuffs. On a budget, Atk/Spd 2 or any simple stat boost skill can be taken. 
  • Savage Blow is a strong C slot choice to apply chip damage on opposing foes, pairing particularly well with the Pain staff and can be taken even further with Savage Blow in the seal slot. Other than that, the Live to Serve seal is excellent to mitigate any damage Eremiya may take or Atk/Spd Bond may be taken to enhance her offenses.

Strengths

Reasonable Offensive Stats

Eremiya’s offensive statline of 32/35 remains a respectable asset to her overall performance and enables her to perform decently at a damage dealing role (for a healer) when equipped with the proper skills. Her solid Attack also provides her with good base healing potential, and her Speed is high enough to potentially avoid enemy follow-up attacks when it’s necessary for her to tank a hit. 

Healer

As a healer, Eremiya benefits from innately strong supportive capabilities through the ability to provide valuable sustain to other allies. In addition, she boasts access to the ever strong Dazzling + Wrathful Staff combination, allowing her to safely avoid counterattacks while applying the various effects of her respective weapon without risk.

Weaknesses

Low Defense

While Eremiya’s HP is surprisingly high at a base value of 44, her low Defense stat of 23 still makes it difficult for her to take on sustained offensive pressure from opposing physical damage dealers, though she can mitigate this quite easily thanks to her access to Dazzling Staff.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
PanicAfter combat, bonuses on targeted foe become penalties through its next action.
Unlocks at 3 ★
Restricted to units that use a Staff.
150 2 7
Panic+After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions.
Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 11
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
HealRestores 5 HP.
Learns by default at 1 ★
1 50
MendRestores 10 HP.
Learns by default at 3 ★
1 100
PhysicRestores 8 HP. Rng 2.
Learns by default at 4 ★
2 200
Physic+Restores HP = 50% of Atk. (Minimum of 8 HP.) Rng. = 2
Learns by default at 5 ★
2 300

Passive Skills

Passive Skills SP Slot
Atk/Res Push 1At 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 1 ★
60
A
Atk/Res Push 2At 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 2 ★
120
A
Atk/Res Push 3At 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
Distant Guard 1Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."
Inheritable by all units.
Unlocks at 3 ★
60
C
Distant Guard 2Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."
Inheritable by all units.
Unlocks at 4 ★
120
C
Distant Guard 3Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."
Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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